Jump to content

noneuklid

Master
  • Posts

    472
  • Joined

  • Last visited

Posts posted by noneuklid

  1. Why is power creep a bad thing? Because it means that only a few setups become viable, and you end up with cookie-cutter builds.

     

    That isn't how that happens.  Cookie-cutter builds occur when players are given choices between numerically comparable things; it can happen at any level of numerical inflation (power creep).  Unintuitively -- the more choices, the more overall uniformity.

  2. So here's the thing.  M-Prime is fantastic because of its indefinitely scaling effects.  But its explosion damage isn't one of those.  In terms of kill credit, I'm still not sure how I see how it's different from any other ultimate nuke.

     

    I suspect Nova will need M-Prime to be substantially reworked in the end.  I don't think this proposal solves any of its real problems.  ...And I don't much care how people feel about her ult damage triggering after a delay.  Or at least, it's secondary to more serious issues on the table of overall 'end-game' philosophy.

    • Ember gets hurt by fire.

    And soldiers get hurt by guns.  What's your point?  She uses it as a weapon.

     

    • Frost's shields suffer from cold environment.

    To be honest, I have no idea why cold impedes shields, so I'll throw up my hands on this one.

     

    • Life support capsules on a planet? Seriously?

    We have no idea what Tenno need to support their life -- thus, no idea what those capsules actually contain.  For all we know, Tenno require regular infusions of liquid nitrogen.  Though I can't figure out why Corpus robots carry *life* support capsules no matter what's actually in them.

     

    • Running through laser doors fast enough prevents you from being affected by it.

    They obviously aren't lasers.  Lasers wouldn't push you back.

     

     

    • Corpus sometimes gives less credits than grineer, and supposedly they are merchants.

    Guess they just have a keen sense of how much things are worth to them.

     

     

    • Bleed affects you through shields, who thought of this?

    Bleed is a nonsense mechanic anyway.  The Warframes appear to be armored environment suits; causing bleeding through them implies they're tissue thin.

     

    • Ignis doesn't set enemies on fire unless proc triggers. What's the point of having a flamethrower if it doesn't light enemies on fire all the time?
    It does light enemies on fire all the time.  It does continuous heat damage.  Also known as "being on fire."

     

    • Lanka, despite being a coil gun shoots projectiles slower than a bullet. Okay.
    Hitscan is garbage, agreed.

     

    • Djinn, having an ability that draws aggro, is too squishy for it to be of any use.
    Djinn kind of sucking isn't a logic issue.
     
     
    • Bullet attractor not able to reflect raptor's rockets but can absorb lasers? What?!
    There aren't any laser weapons.  Anything that claims to be one is obviously incorrect.

     

    • Whips are pretty generic melee. Might as well function as a sword with longer reach and crappy hit boxing.
    "Long, hard to aim slashing weapon" describes whips pretty well, yep.

     

    • Laser rifle and burst laser really crappy compared to the other three sentinel weapons.
    Weapons kind of sucking isn't a logic issue.

     

    • Bronco prime
    ...
     
    • Miter weapon, despite being dropped by the bosses of phobos, with the blade having a low drop rate, is complete and utter crap compared to most other weapons. It also uses SNIPER ammo compared to penta using rifle ammo. Gah.
    Miter sucking isn't a logic problem.  Player miter sucking worse than Grineer miter kind of is, though.
     
    --
    All in all, I'd say this is a remarkably poor list of the many inconsistencies in Warframe.  It reads more like a list of things you think are underpowered.
  3. Yeah, but that's like comparing Carrier and Dethcube for damage; calling one the winner doesn't explain much.  Abilities are most useful for crowd-control (or survivability).  ES has the far highest return for that, and it's hard to escape the need for it with weapons.

  4. The Problem: Twofold.  First is its ubiquity; I suspect that Energy Siphon is used about as much as all other auras combined.  Second is its style; ES works best with a stop-and-wait approach that is at odds with Warframe's aggressive mobile philosophy.

     

    Could it be solved by changing numbers or other elements?  Yes -- sort of.  The problem of ubiquity could be solved by making the numbers approach uselessness.  The problem of style could be solved by making the regen rate approach 100% on-demand access to powers (if the aura is used team-wide with efficiency mods, it actually does approach this).  But those are diametrically opposite, and anyway neither is particularly desirable.  Alternatively, personal energy regen mods could be introduced... but if these stack with Energy Siphon, there's no reason not to continue using that as well.  (Among other problems...)

     

    My proposal: Make Energy Siphon give energy orbs a 'kicker' -- a restore over time effect equal to 20%/40%/60%/80%/100% of the orb's value (stacking up to 400% if in use by the whole team).  Note that this also reduces Energy Siphon from a 6-rank Aura to a 5-rank one.  This is a very mild nerf that keeps much of the existing functionality, but requires players to remain active in order to maintain their energy regeneration.

     

    This could be augmented by the introduction of Auras that increase team energy capacity (which ought to already exist, honestly), energy orb drop rate, and energy orb restore value.

  5. Okay, so the issues with Saryn's abilities are pretty well known.  However, the development team is reluctant to alter things based on conflicted player feedback (but they will alter things based on internal decisions).  This works out well for us a lot of the time, but it does mean that getting changes to controversial frames like Banshee, Saryn, or Ash has proven a bit of a challenge.  Perhaps Rebecca will champion one soon...

     

    I think you're underselling Molt.  It's still in a rough spot, but the essential idea of the decoy is excellent; it provides an escape power with a kicker.  The main problem with it is that it's got hit points, honestly; it ought to work a bit more like Nyx's ultimate, and absorb damage for a fixed period of time before exploding into a cloud.  (Although you present a viable alternative -- it could have a ton of HP and emit damage each time it itself is damaged.)

     

    It should also probably shift to the side or behind Saryn when she casts it.

    I think spores spreading automatically from corpses is a much better idea than shooting spores, which has proven... problematic.

     

    Miasma should deal base damage whether or not spores are present.  But dealing bonus damage by detonating all spores present is a pretty cool synergy.

     

    And I freaking love the idea of Contagion becoming an AoE that slows or weakens enemies that are spored, but again, abilities completely relying on other abilities hasn't worked out well for Warframe in the past.  I do think that making a twofer wouldn't be terribly OP, though -- an aura that 1) causes Saryn's melee attacks and those of her allies to afflict enemies with spores and 2) weakens the armor and/or damage of spored enemies could be a potent ability but a worthwhile "field-control" third slot effect.  Since the effects are both limited (allies must use melee attacks to gain the buff; enemies must be spored to be debuffed) I think they add up to one whole effect.

     

    ...But of course, this is all kind of a pipe dream.  As I said, it's much more likely we'll see an internally-designed Saryn rebuild when someone gets around to it, rather than a "well, maybe" player-designed rebuild.

  6. Ability synergy is terra incognito for Warframe.  Actually, that's not true -- it would be better to say that it's been a disastrous, shredded terrain covered in horrible mutant sharks.

     

    Your post is quite a bit to digest.  Hm.

  7. If for some reason the Tenno ended up working for different groups ever for any reason whatsoever or something... it would be totally sweet if you could unlock other "operators" besides Lotus.  I loved running with Darvo.and I would love Onomatopoeia Lotus.

  8. I find it very difficult to tell when I am taking damage sometimes; it seems as though the old colored screen-flash is gone.  Could we have that back at least optionally?  (In particular, I seem to just keep randomly falling over while I'm zoomed in because it's so difficult to tell how many shots are landing.)

     

    To clarify, the thing I am looking at the most is my crosshair and my target.  If it's important to know right away, like I'm being hurt or out of ammo/energy/stamina, it should show up in that general area.

  9. ...my description is intentionally applicable to every warframe but Trinity, with some small deviations (eg, Ash and Excalibur have mobility powers in the third slot, Nova's 2 and 3 are flipped, Nekros's 4 is a game-changing power but not a nuke, etc).

  10. This evolved out of a conversation about Frost... it's easier if I just do the write-up, and then explain what I'm on about here.

     

    • Ability 1: Genericus casts a ranged direct damage attack that deals enough damage to one-shot a 'normal' enemy of level 10/20/30/40 and has some other benefit, such as a crowd-control or status effect on tougher enemies or other nearby enemies.  Or it might restore resources to the team, or something.  The cast time for this ability is .8s or less.

       

    • Ability 2: Genericus casts his escape move, which does something like stunning nearby enemies or rendering him invisible or something.  It might also do damage, buff Genericus or nearby allies, or debuff nearby enemies.  The cast time for this ability is virtually instantaneous.

       

    • Ability 3: Genericus alters the battlefield in some far-reaching way, possibly buffing his entire team or applying a status to every enemy in the room.  It may alter enemy behavior or create opportunities for allied players to exploit.  The cast time for this ability is under 2s, and often under 1.5s.

       

    • Ability 4: Genericus 'nukes' enemies, dealing heavy damage over a large area.  The cast time for this ability is under 2.5s, although ideally faster (alternatively it may be longer if Genericus is immune to damage during this time).  The animation may continue playing in such a way that the player is still free to move.

    Other Stats:

    Genericus has base Health 100, Shield 100, Energy 100, Armor 65 and a Sprint Speed of 1.1.  These attributes may be better if his abilities are weakened in some way (for instance, ability 1 only applies statuses or at least cannot one-shot enemies of the listed level, or is melee-range only).  Or, Health, Shield, and Energy may be traded (4:2:1 ratio), or Shield may be traded for Armor (1:5).

     

     

    Okay so... it might sound like I'm criticizing existing frames, but I'm not.  We can have basically infinite Genericuses in the game.  The only real problem is that they'll sort of devalue the excitement of other warframes within the category.

     

    Instead what I'm doing is sort of... suggesting a baseline for Warframe comparison.  And I realize I give some numbers, and I don't think I've put enough research into them to be honest.  But having a tool like this lets us look at a lot of the existing frames and say, "Well, they're missing something -- what do they get in exchange for that?"  And even though that conversation is necessarily somewhat subjective when we're comparing utility, it at least lets us know what the minimum we ought to expect the class of things that are Warframes be able to do. 

  11. ...simply plough through the rest of the game, with no difficulty. So what's your solution? Balance the game around Nightmare mode, endless defence at lvl 50+? Rather counter intuitive when one considers the rest of the game is now a sideshow to gather resources for the only frames which allow effective play.

     

    I'm not really sure how reducing Rhino's speed addresses this issue.

×
×
  • Create New...