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noneuklid

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Posts posted by noneuklid

  1. Do you mean that melee weapons have a possibility to not use stamina anymore?

     

    No, they said want to make Stamina use more meaningful for melee (and maneuvering).  The implication was that attacks might take more Stamina, but that there would be more options available.

  2. You know what I mean.

     

    Not sure you know what I mean -- you didn't miss your chance to get a musket.  They're still around.  In fact, there are still people making new ones.  You could go out tomorrow and get one (or well finances depending. I know I'd need to rebudget for a few months if I wanted one).  It's not just muskets -- this is true for basically any physical object.  And although you might not be able to get a Rembrandt original, you could get an almost exact replica.  So it wouldn't have the history or prestige, but if you really wanted a Rembrandt in your living room... the real world lets you have one.

     

    We don't need to do worse than that.

     

    I'm all for cosmetic exclusives and shortlisting.  If they roll out a shotgun next week that's got virtually identical stats to the Strun Wraith, only it's a little ugly and you have to grind Void missions to get it, I'd be cool with that, even though I think the Wraith is pretty cool looking and all I had to do to get it was play for 20 min.  But it would be stupidly prideful of me to show off all my cool stuff to my friends and say, "Hey, you should come play Warframe!  I mean you'll always have a gear handicap because you missed the cool stuff I got, but... there's swords..."

  3. I think they mentioned they wanted to integrate melee and stamina in the last Livestream, and sort of indicated not just as "charge attacks take Stamina."

     

    But I do like these ideas!  I'm not so much a fan of proportionate damage, although I can see where you're coming from -- I'm just not sure it would play well with the direct damage scaling of other weapons.  Instead, how about more interesting melee Mods (like vampirism, armor reduction, permanent life reduction, etc... maybe even a "proportional lite" mod that increases crit damage by a small % of the target's total health)?

  4. The same can be said for Link too. It's so worthless at high levels that to actually utilize the ability you need to have blessing active. And yes, I know that as Trinity you want have Blessing up most of the time regardless, but that doesn't change the weakness in her new kit. The old EV and Link, despite their shortcomings, could at least stand on their own as abilities.

     

    So, I'm waiting on the damage/armor changes to really come down on this, but honestly... I feel like Blessing is OP, and Link is about where I'd like it.

     

    Rather than thinking of Link's damage reduction as a far cry from invulnerability (which it is), think of it as tripling your life and shields (which it does).  So if your Vigor gives you 120% shields, and you pop Link, you're getting another +200% of your base from Link and  +240% from Link's effect on Vigor.

     

    It's hardly impossible to die with Link up but I've found it surprisingly hard -- and I'm only running Vigor.  With a full kit (Vigor, Redirection and Vitality), Trinity would probably be the tankiest frame I own.

  5. I love how so few people have figured out that the massive HP buff from Well of Life synergies extremely well with the new Energy Vampire.

     

    I do see the synergy, but in a way, that's kind of my issue with it.  It's such an obvious synergy that it's almost like 1+2 is really "one" ability.  I don't like the feeling that I need to cast both to get the proper use out of either one.

  6. I would just make two minor changes to Well of Life and Energy Vampire, while the effect is active the target should be unkillable. It would still lose health like normal but it's health could go into negative, once the effect wears off it instantly dies if it has less than 0 health.

     

    This is actually a pretty good idea.

  7. As for the rest I honestly can't see the point of having 2 alerts up at all times, they generally have at least 1 going at all times atm and it's usually just credits, which no-one really does anyway. The featured alert weekend sounds cool but the problem is that, again, alot of the rewards just wouldn't be worth the time put into it. The primary reward might be cool, but you can get credits far easier by doing void missions, mods by doing defences/mobile defences etc.... I don't think they really need to make this game any easier than it is already.

     

    The reason I suggested two alerts up at all times was because I can usually clear an alert in 10-20 minutes, even without particularly rushing.  So I'll frequently finish the Alert that's up and not see another one for twenty minutes or more.  I think it would also help ensure that even players without much/all of the map unlocked would have an Alert available to do.

     

    You're right about getting a lot more credits from Void missions, and from many rewards being much easier from Defense missions.  Something they said in the Livestream suggests that Void credit rewards are going to be rebalanced, which is part of it... as for Defense missions, well, frankly I'm getting a bit sick of them.  They are so far and away the best missions to farm for most things (with a large number of enemies that must be defeated to progress the mission, tending to drop their stuff all together, with a bonus special reward for doing so) that they've lost quite a bit of their novelty.

     

    Which is why I asked for explicitly non-Defense missions -- Alerts, and revamped ? Alerts particularly, would add that reason to do non-Defense missions when looking for a particular reward.  I think something more elaborate could (and possibly should) be done to address Defense in the future, but I do think this could be a fun start to evening out the game modes a bit.

  8. I have played EVE where people have obtained Zephyrs as exclusives.

     

    How about the Gnosis  ?

     

    This is a BATTLECRUISER given for active accounts in celebration of EVE online anniversary , if you were not active or join too late after the event, nope you don't get it.

     

    Hey, cool story.  I play this other game called Warframe, and even if I could compare it to EVE (where you could sell or give the "exclusive" items to other players, or lose them accidentally and permanently), I wouldn't.  Because I don't feel like the decisions of EVE Online have any bearing to how other games should play.

     

    I think EVE suffers because new players are stuck permanently behind the curve.  I don't see any need for Warframe to do the same, and with their existing structure they can't even capitalize on it in the ways EVE has.

    This is the reality of life.

     

    Ah -- no, actually.  This is a virtual world.  In the real world, limited resources mean that we can't always do what's "fair."  Virtual worlds have a much different set of constraints, and so while we still can't always do what's fair, this isn't one of the cases that's true. 

  9. It's true.  I had a blast with it (ha-ha), but it's a little tricky to use.  I think weighing it towards mostly up-front damage at the triggering height would be best... say, at a height roughly equal to a vertical wall run backflip.  Doing a cliffside melee smash fall into a group of enemies is totally sweet, but very situational and too time-consuming to set up.

     

    Edit : On second thought, dubstepify this a bit.  Give it a small pulse of damage whenever you jump and land, a large amount of damage at the wall flip height, and a huge amount of damage from "cliff-fall" height.

  10. It was mentioned that doing weekend events takes a lot out of the team, so how about a lower-impact Non-Event?  I doubt I'm the first to suggest something like this, but I'll add my own ideas to the mix.  They might take some initial set-up, but I think it'd pay off -- kind of like stocking your freezer with chicken for those nights you don't want to call out for pizza, but just can't be axed to make filet mignon.

     

    Alert Weekends could maybe be planned for once a month, and have:

     

    • Constant Alerts : At least two alerts would be up at all times.

       

    • ? Alerts : I haven't seen these in a while -- maybe missed a patch note about them.  In any case, slightly different... could have a drop table of most non-exclusive rare mods, unusual blueprints, and 2-4 rare components.

       

    • Featured  Alert : The weekend would feature a 48-hour Alert for a pre-determined rare blueprint or module.  In addition, the alert could be repeated -- repeating the alert would instead give a secondary reward (like a rare Fusion Mod, a single but fixed rare component, more Credits, or some other generically useful thing).  I'm think this might require some new tech (since the idea is that some people could be doing the Alert for the first time to get the special reward, and others joining it could be repeats -- not sure if that's currently supported), but it seems worthwhile.

       

       

    I'd ask that the Featured Alert deliberately never be a Defense mission (Mobile Defense would be fine, though!)

  11. Yeah, I don't get it.  You forfeit most or all of your credits by not making it to the exit room; you forfeit most of the affinity by not staying near the action; and you forfeit drops by not moving to pick them up.  The only things you'll really get from afking are special Alert rewards and mission progress.

     

    So yeah, I do think an inaction/noncontribution timer + vote kick is needed, but... really, those folks are just idiots.

  12. Link: No longer damage immunity changed to damage reduction, now links to several targets at once amplifying the incoming damage. Increased radius search for link targets.

     

    Love it.  Might still be OP.

    Blessing: Animation speed changes and timing. No longer wait till end of casting animation to get power effects.

     

    Almost certainly needs to be adjusted downwards.  I think either an unlimited-range heal or the invuln effect is enough on its own.

     

    Those being said, I'm not looking for a Trin nerf just yet.  I'd still like to see you get the other two abilities in a better place.

    Well of Life: Now plays reaction animation, Life is 10x multiplied allowing players to leech enough health out.

     

    Like others have said, there's no reason to use this as long as we have Blessing (and while you probably should nerf that ability eventually, not just yet).  Two routes you could go with this appeal to me:

     

    • "Presence" of Life : Either summon a roaming pet with an aura, or center an aura on the Trinity herself that radiates healing.  Very straightforward.

       

    • "Outpouring" of Life : This is a triple-use ability, which is kind of nice for the Trinity.  Two of its effects are on the enemy -- one is the current Well effect.  The second is that each time the enemy takes damage, their max health is reduced; they're healing players out of their own life force.  The last effect is that the ability can be targeted on a friendly player and cast, creating an HoT.  This differentiates it enough from Blessing to make it a useful ability in its own right, without removing any options from Trinity.

       

     

    Energy Vampire: Now plays reaction animation and doesn't require damage to get energy. Instead target radiates a set amount of energy every couple of seconds. Also does damage to the target (Damage scales with strength mod)

     

    Gah.  It sounded cool, but I really should've seen this earlier -- kudos to those that did.  This ability incentivizes not killing the enemy it's on.  Sure, it's great for bosses, but most of the time an ability that just caused the enemy to spawn lots of energy orbs on death would be better.

     

    Hm.

     

    Well, why not?  (Or it could be an AoE of energy return on death.)  There's another, somewhat more badass option, though: have Energy Vampire jump when its target is defeated, and have the damage and pulse-rate increase for each jump until its duration expires.

     

    One final option: have Energy Vampire affect the Trinity only, causing her to lose health over time but gain health and energy whenever she deals damage.  Great Link synergy!

  13. I'd like to suggest two missions, which I'm calling "Tower Defense and Defense Tower."  These are stupid names but it's how the ideas occurred to me.  Both are in the spirit of Defense missions, which I enjoy quite a bit (browsing around some of the other posts on the forums it seems others do too), but can be kind of a grind.  ...These would be a little more difficult and not as farm-able, which means finding people to run them would be tougher.  In exchange, I think they'd be more fun when you can.

     

    The first is the "tower defense" type.  In this mission, you have two objectives (and a timer): Defend the core and activate the dormant shields.  Once the players reach the core, an alert sounds and elsewhere in the level 3-5 "shield pillars" appear, roughly evenly spaced.  Enemies spawn continuously, and can spawn anywhere in the level outside of a certain radius of active shield pillars; they charge towards the "core room," attacking players and shield pillars along the way (sufficient damage won't destroy the pillar, but will shut it off and impose a countdown before it can be re-activated).  The players win either if they manage to activate all the shields simultaneously; or if the timer hits zero, the core is still alive, and there is at least one activated shield.  If the core is destroyed or the timer runs out and there are no active shields, they fail (because, I dunno, the Grineer nuke the site from orbit, or everyone gets eaten by Infested Cthulhu, or something).

     

    Pros:

    - Promotes cooperation.

    - Multiple roles for players (defense and offense).

    - Frantic.

    Cons:

    - Requires cooperation.

    - Frantic.

    - Kinda long.

     

    The second is the "defense tower", and it's basically mobile defense with a twist.  This is a vertical, exterior map with lots of stairs and platforms.  Interior corridors also criss-cross the mountain/bunker/crashed ship, but are too broken to climb the entire structure.  Players are assaulted by enemies that actively try to knock them off the tower and split them up (also kill them).  Once they reach the top, they have to defend it for a fixed period, after which the extraction room/platform/whatever opens.  Special note : Nightmare Mode for this should always be include a timer.

     

    Pros:

    - Challenging.

    - New field style.

    - Lots of opportunities to show off movement skills.

    Cons:

    - Challenging.

    - Probably requires new level architecture.

  14. So... I agree with the OP's points, and I strongly suspect something kind of like what was suggested will be needed, particularly with Well of Life.

     

    buuuut... the multi-target changes to Link and EV give me pause, because it kind of sounds like Trinity might be a rolling deathball afterwards.  I want to see them before I come down hard on the 'needs more love' side.

     

    I will say that the aims of keeping Link basically the same theme (and useful) and Trinity not a tank are mutually opposed.  If Trinity's really not a tank, drop Link entirely and give her something that really helps team survivability, like an on-demand nuke.  If Trinity is keeping Link, buff her health and/or change Well of Life's functionality.  Going halfsies is what's hurting her now.


  15. Right off the bat, SEARCH THE DEAD needs to be a frame mod. It's essentially just extra loot from kills. This is a really poor fit for this warframe; it seems like you really were scavenging for anything to put here. We aren't thieves, we're necromancers.

     

    We aren't anything, yet.  Even with the other abilities, the frame is more of a particularly morbid nanotech engineer than a necromancer.

     

    Looking at the skill as 'extra loot from kills' is a lot less useful than looking at it as 'on-demand health, energy, and ammo.'  Making it a mod would remove the on-demand aspect, which might be enough of a nerf but feels pretty bland.


    TERROR TOTEM. I really don't want to make Vauban and Nyx any more obsolete. So many control skills already dispersed among the frames, do we really need another skill to control the enemy AI?

     

    Do we need another skill to damage enemy health?

     

    This is an incredible concept and would be fantastic to replace Search the Dead. A perfect combination of utility and power, an armored skeleton created from nanites to both defend the Necro and attack his enemies. I'd be happy if it could just thrash nearby foes for a few seconds. 

     

    Actually, I guess I wasn't being rhetorical.  Do we really need another damage skill on this warframe?  I understand that it doesn't have a "nuke" at-present, which is a little unusual.  But I think the lack of inherent AoE is a great balance-point for a frame that benefits so very much from having a lot of dead enemies around.  It gives it something to look for -- out of weapons, sentinels, or even (Lotus forbid) teammates.

     

    The necroframe as-written initially is pretty pro.  It's got some powerful -- possibly too powerful, but I addressed that in another post -- control, but it's also got a steeper learning curve and has to work a bit more to get the most out of its tools.  The thing you've presented here is... kind of like a Nickelback album.  It's got a strong beat to it but after listening for a while, you realize it's just more of the same.

     

    The art for the Golem is beautiful and I hope there's something else that can use that visual concept.  But it isn't needed here and it doesn't fit.  And to end on one last positive note:

     

    Soul Rend: Direct % damage that rips away part of their life energy, permanently damaging their HP with a stacking % armor debuff

     

    Yes please.  Although I still like "Soul Punch."  ;p

  16. I was overwhelmed trying to read through all of this discussion.  That's a terrible excuse, but it'd be even worse to pretend I could start a new thread for this.

     

    SOUL PUNCH: Direct X% damage that knocks the soul out of them, 5% armor debuff, stacking.

     

    TERROR TOTEM: Necro deploys a totem of terror, causing X number of enemies within radius to
    freeze in fear; the rest will flee.

     

    SEARCH THE DEAD: Generates loot from corpses (health, energy, ammo, etc).

     

    CLONE THE DEAD: Necro creates friendly nano bot clones of the last X enemies he has killed.

     

    Soul Punch : I like the silly name.  Anything I suggested would basically be taking that and running with it.  Soul Fist?  Fist Soul?  Anima Wallop?

     

    What's the duration on the armor debuff?  I feel like 'permanent' would get you into trouble down the line somewhere.  Start with 2 min and season to taste.  Also, does it scale with anything?  Yes means players have reasons to diversify.

     

    Terror Totem : Fleeing kinda blows.  It's great -- like Bastille is great -- for Defense missions; it's trollbait in Exterminate missions.  How about "the rest are slowed"?

     

    Search the Dead : I love this ability.  I don't care what anyone says, it doesn't need to create Module drops.  However, I wouldn't mind badassifying this just a touch.  Maybe have the corpses release something that also damages nearby enemies -- nanolocusts?  vengeful ghosts?  space rats?

     

    Clone the Dead : How about "Assemble the Dead"?  (I like puns.)

  17. So, he's half-necromancer and half-thief; he steals identities and belongings.  A grave robber.  Kind of a... "resurrection man."

     

    We call the biblical figure "Lazarus," but that's Latinized -- his original name was Eleazar.  Either one sounds pretty metal to me.

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