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(XBOX)zThulsaDoomz

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Posts posted by (XBOX)zThulsaDoomz

  1. 8 hours ago, ConzyFTW said:

    As stated, multiple other frames have a better ability to lock down the  map, thus your argument is invalid

     

    Limbo's passive combined with the ability to freeze time for 30 seconds AND all weapons available?  You can't be that dense.

  2. 1 hour ago, ConzyFTW said:

    Why not just make guns work in stasis, there are other hard cap cc abilities which allow for this, why should limbo be gimped and gimp the entire team through using his kit? 

    Because then the game would be WAY to easy.  It used to work that way but was of course broken af.

  3. 11 hours ago, morningstar999 said:

    nidus abilities work together and you need to use them all for the frame to be good and for the frame to work, I think Nidus is pretty much the only frame to do that. (due to the stacking system etc)

    Khora's abilities all work on their own terms. 

    *ahem* Harrow says hello there

  4. On ‎2018‎-‎05‎-‎23 at 12:36 AM, Ryunokage said:

    As the title states, this post is a list of things in the game, be they weapon or warframe that needs to a relook. Its not a static list and i expect it to grow as other members of the community make their own suggestions.

    Warframe abilities:

    1. Trinity link

    • frequently used in conjunction with explosive/self damaging weapons
    • ignores line of sight
    • many builds allow trinity to cover whole maps with impunity
    • current iteration also lends itself to automation. Cast ability, detonate explosives on self, repeat.
    • combination of extreme range, functioning through walls/obstacles and automation - severely affects play experience for other players in the game
    • Suggestion: Change link's damage absorbtion to ignore self damage weapons, ie trinity abusing link with self damage would blow themselves up.

    2. Equinox mend/maim

    • extreme range
    • ignores line of sight
    • combined with whip weapons like the atterax, allows for rapid build up of stored damage
    • this functions synergistically with whip spin spam, players using this can rapidly build up stored damage with a few executions of their macro, before unleashing the stored damage to hit enemies in a very wide radious
    • very disruptive in confined game modes, such as onslaught, defense. Smaller map sizes and plenty of intervening obstacles prevents other players on the team from engaging in combat, when enemies do appear they're sufficiently clustered for the spin-spammer to wipe them out in a second and at the same time build a large stack of damage to wipe the rest of the map as well.
    • Suggestion: unsure, this will likely become difficult to do once melee range nerfs take effect, but all the same it needs to at least be stopped by line of sight.

     

    Weapons:

    1. Spin attack melee

    • even following the recent change in their mechanic that prevented players from using this through walls, spin spam continues to severely affect group playstyles.
    • large area of effect
    • rapid attack speed when used in conjunction with whips and polearms.
    • no penalties or limitations to its use
      • players free to use this with impunity 
    • allows singular players to very often wipe groups of enemies out in a single strike
      • problem exacerbated by use of macros that allow repeated spam.
    • Suggestion: Implementing spin attack recovery animations, with variations among the weapon classes
      • further differentiates weapon classes with one another with more specific benefits and costs between them. May make for more meaningful weapon selection
      • example: polearm/whip: 2 seconds to recover, vs sparring weapons, nil recovery period

    2. Flame throwers

    • ease of use, large ammo pool
    • wide area of effect with innate punch through
    • short range innate to this weapon class negated by tight confines of most of warframe's environments
    • vfx block line of sight for other players, making it hard to land shots with precision, slow cycle weapons, like sniper rifles, bows etc.
    • suggestion: reduce clip sizes and ammo pool for flame throwers, while increasing damage and reload time.
      • Encourage use of weapon in short bursts for effectiveness, vs hosing down an area for extended periods of time.

     

    On ‎2018‎-‎05‎-‎23 at 12:42 AM, SumBoady said:

    No.

    Not just no, but hell no

  5. On ‎2018‎-‎05‎-‎18 at 11:25 AM, -T.BRIAREOS.T- said:

    after this buff in saryn, I particularly wish it had been done the same, with nova ... she being what she was before, would be enough.

    giphy.gif

  6. 1 hour ago, MrNaxeros said:

    I may not be a veteran who started playing since the game's release, but I know that the last "temporarily" removed gamemode took three years to come back... even though I can't really treat Sanctuary Onslaught as a return of Dark Sectors.

    I'm sure most of you don't want to wait that long for raids to come back, so I would suggest asking DE about their return after they release open world on Venus, The Sacrifice and about ten hotfixes that would go along with them.

    Also we could throw some Universal Vacuum along the way. I would discuss that one further but let's leave it to a thousand topics that have already mentioned it.

    giphy.gif 

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