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Perfectly_Framed_Waifu

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Posts posted by Perfectly_Framed_Waifu

  1. 16 minutes ago, [DE]Megan said:
    • Rage: +40% (same effectiveness as the base functionality) of Damage on Overguard granted by allies to Energy while Shields are inactive. 
    • Hunter Adrenaline: +45% (same effectiveness as the base functionality) of Damage on Overguard granted by allies to Energy while Shields are inactive.  

    This still screws with tanky frames that have a slight bit of shields, like Wukong, Valkyr, and Grendel. The easiest fix to this would be to make either Rage or Hunter Adrenaline set your max shields and overshields to zero, turning them into shieldless frames like Inaros and Nidus. All in all though, a nice step in the right direction!

    • Like 24
  2. I think it'd neat to have some sort of system that would allow either the offensive or defensive part of Eclipse to be fully active, with the option for a bit of both.

    Imagine a meter that starts halfway between Light and Dark, providing half of your max damage bonus and half of your max damage reduction. Taking some set of action (for example, shooting, meleeing) raises the meter towards the full damage bonus, lowering your damage reduction; while taking some other actions (casting abilities, parkour or so) lowers the meter towards max damage reduction, decreasing  your damage bonus. If you play offensively, you become a glass cannon within seconds. If you're on the move while not fighting as much, you get tankier. Not sure about the details, so take this more as an example, but some core idea like that.

  3. 6 minutes ago, Monrka said:

    And the rest of the kit punihes it. Base duration is just hilarious. Metamorphosis buff has 2.5 times more.

    (...)

    Peaceful Provocation punishes player for switching forms and requres to face-tank a ton of damage to be somewhat usefull.

    What Equinox needs is a rework that rewards form switching instead of punishing it, because at the moment, you just end up playing one of two vaguely similar-looking frames each mission.

    • Like 3
  4. 42 minutes ago, [DE]Megan said:

    Inaros: Desiccation's Curse
    Before: Killing a blinded enemy with a finisher has a 75% chance of summoning a Sand Shadow.
    *New: Killing a blinded enemy with a finisher now has a 100% chance of summoning a Sand Shadow. Increased Sand Shadows damage by double.

    I love it, but can we also make the duration moddable? 15 seconds feel too short to keep all 3 shadows active, and there's already that hard cap of max 3.

    • Like 6
  5. 9 hours ago, Azimbee said:

    Considering the rest of Frost's Kit, he can 1 shot to level cap with Snowglobe any freezeable enemy. Making Freeze deal 6 stacks of Viral actually sets most enemies up for Snowglobe to 1 shot. Having it sustain the Kitgun's own Viremia radius' is more of a seamless way to refresh that buff and continue to plow away. You can do that with just a Viral AoE weapon, or a Panzer Vulpy, but doing it this way frees up your companion slot for something you might prefer.

    Considering you still need a weapon to make Freeze deal Viral (on top of two Arcane slots), you could just, believe it or not, use a weapon to apply Viral in an AoE. But let me remind you:

    16 hours ago, Perfectly_Framed_Waifu said:

    what I propose has not included removing the 600% status chance from the ability

    So I don't know why you're still endlessly going on about Viral Freeze!

    9 hours ago, Azimbee said:

    Making 1 Freeze in an AoE doesn't actually make Frost that much stronger

    Actually, it does, because Freeze is Frost's cheapest freeze, it's cast one-handed, and it's Frost's only CC that doesn't have a radius originating from himself. If it could freeze in an AoE, it'd be a great tool for CCing enemies as Frost approaches them, and a setup tool for easier Snow Globe one-shots. But we don't have to take my word for it - you've given me the setup for one of my favorite tricks. Watch the magic that happens when we apply your very own logic to Freeze...

    9 hours ago, Azimbee said:

    Freeze also wouldn't be limited as a freeze ability, if the AoE damage when they hit could also freeze and did scale with range, allowing for multiple targets at once to be frozen in a fixed radius.  Currently Freeze struggles to freeze because it freezes one enemy at a time, and its rate of freezing is rather slow. You end up getting more value casting your 4 than trading 25 energy for 1 enemy frozen out of many. 

    If it could freeze multiple at once, it'd be amazing, even with fixed ranges.

    Voila! According to your very own logic, Freeze would be a great ability if it could freeze in an AoE.

    9 hours ago, Azimbee said:

    Hmmm.... Actually, I'm pretty sure it's not weird at all because...

    ... It would increase the 'Duration' the globe stays out. So what if you could?

    Thanks for clarifying that it's not directly the HP you talk about to be duration-moddable, but indirectly through the invulnerability period. It would still be weird by virtue of being inconsistent given how other "damage absorption to health" abilities work, like Iron Skin and Warding Halo. Why they Strength scale instead of Duration scale speaks for itself from a player experience perspective, and through that it's obvious why Snow Globe shouldn't scale its HP with duration, even indirectly.

    9 hours ago, Azimbee said:

    Edit: I think I'm derailing the thread though, so I'll just practice some restraint now. Sorry for disruption.

    By virtue of this, I've kept this post to Frost only.

  6. 23 minutes ago, Azimbee said:

    -snip-

    Feel free to think what you will. I'm not here to convince you either. If you wanna run Gas/Viral kitguns, then you do you, mate. I'm just pointing out to the general public that what you're describing is very niche, not remarkably powerful, and thus all in all not a convincing argument for why Freeze would supposedly be any good.

    26 minutes ago, Azimbee said:

    Surely, it's reasonable to want some uniqueness while minimizing homogenization of strengths and weaknesses. 

    Indeed, and that's exactly what you still get if you give Strength scaling to Snow Globe's damage absorption and if you give Freeze and AoE freeze. After all...

    27 minutes ago, Azimbee said:

    Sterilization of gameplay and flavor via homogenization isn't obvious when comparing two things directly to each other. It's a sum total of all the parts.

    ... and that's exactly the case with what I propose for Snow Globe and Freeze.

    30 minutes ago, Azimbee said:

    We currently do not have a survival and point-defense hybrid skill whos numerical values relating to its defense scale with duration. I mean... unless you count Cataclysmic Continuum? That's something that'd have interesting ramifications if it were applied to Snowglobe.

    That's because in all but the very odd circumstance, Strength makes things stronger, Duration gives things more duration, Range gives things more range, and Efficiency makes things more energy efficient. Making Snow Globe's health scale off Duration rather than Strength would be more weird than interesting.

    38 minutes ago, Azimbee said:

    I do get what you're getting at. If we take ability stat exclusion to its logical extreme that's ultimately where we wind up. Though, done intelligently it's actually really cool. An ability ignoring a stat and another ignoring a different one can be really interesting if done with deliberation and in consideration of what mods can be used to spec into both. Anti-synergy with non-scaling can end really poorly. But done intelligently it can solve some anti synergies. Off the top of my head we have Baruuk's Elude and Desolate Hands. Good meme right? Raising Range lets Elude protect you from all damage, but it conflicts with the fact that Range makes Desolate Hands decay in damage reduction faster, similar to Null Star. Yet, if instead Desolate Hands could have its range capped you could, at a certain point, reap the rewards of Elude and Desolate Hands at the same time, and run a range build.

    But if you capped the range, you'd be limiting Desolate Hands as a disarm ability. And that's the thing here - you seem to look at an unmoddable ability and think "oh good, I don't need to worry about modding it to its detriment" whereas I look at it and think "oh no, I can't mod it to its benefit". When you make stat-ignoring abilities, you limit what the player can do with them, and in that regard, Frost is nearly as bad as Yareli - both have an ability that ignores Range, both have an ability that ignores Duration, both have an ability that ignores Duration and effectively ignores Strength (with Yareli's also ignoring Range). Is it good design when it feels like a waste to put Ability stat mods on a frame, because only half of their kit actually uses that stat, meaning those mods are just dead weight for the rest? Hardly.

    53 minutes ago, Azimbee said:

    I love stuff like this and it gives me life when I don't have the see the exact same mods being optimal everywhere. I imagine some people might feel similarly?

    There's a certain irony in you saying that right after using "Narrow Minded" and "Molecular Prime" in the same sentence. Anyway, let's start making weapons that don't accept Multishot mods and see how that goes...

    56 minutes ago, Azimbee said:

    But please, I'm begging and praying, do not put a hard cap on the number of enemies Grendel can eat.

    Wait, weren't you in favor of capping stuff? After all, capping the number of enemies Grendel can eat means players won't need to invest as many mods to get the maximum out of it, opening up more build variation, right? /s

  7. 47 minutes ago, TheLexiConArtist said:

    The everyday non-renewable at least has a predictable duration you can work around, or in the case of something like a Skin, the moment you recast it (probably upon hearing your shieldgate go off) is a return to 100% efficacy, whereas Mirage's changing more or less arbitrarily depending on what tile and where you're moving through, and Ember is actively prevented from staying at that full DR, having to constantly lower the rating or fully reset and start to build up from 50% again because her latest de-work gave her just enough rope to hang herself.

    Any non-renewable DR is also actively prevented from staying at that full DR. That includes Iron Skin unless you run the 4 augment. (BTW, shields won't consistently save your life as Rhino - Toxin attacks go straight for the HP. That's what makes Iron Skin, under your conditions, unreliable.) Also, Immolation effectively has a predictable duration as well, as both the DR increase and the energy drain are predictable. Also, you can work around that duration.

    (Edit: Oh, and I just double-checked. Ember's functional DR, per your condition, is 70%, not 50%. Fire Blast drains 50% of the meter, taking you to the halfway point between 90% and 50%.)

    47 minutes ago, TheLexiConArtist said:

    Gauss is somewhere in the middle, because with Redline you have a positive interaction with the cap of Kinetic Barrier - you can get it locked in at supermax (full immunity) for a while, and while it wants movement to upkeep, it's designed such that you can naturally keep it at the high end of its non-ulted efficacy rather than venting to 0 every time.

    Also, Kinetic Barrier's DR cap outside of Redline is 90%, once again consistent with my point.

  8. 30 minutes ago, TheLexiConArtist said:

    It should be mentioned that reliable damage reduction is the realistic measure of it, which means that Ember's functional DR is 50% due to obligatory resetting or else energy haemorrhage, Mirage's UI says 95% but still doesn't actually give that even if in a 'darker half' area, and Baruuk and Trinity are semi-reliable wiggle depending on ancillary conditions like current Restraint value and if everything in Link range got obliterated at once. The latter are probably the best example cases - sustainable conditionals in just-different-enough ways.

    Eh, if we're to argue Ember's like that, considering the moment it's at its lowest as the reliable, any and all non-renewable DRs have a functional DR of zero. Under those measurements, Iron Skin counts as functionally 0% DR, which feels weird to me personally. This is all a bit of a derailment though, as it was explicitly the cap I was giving as an example of "homogenization" not causing all abilities to become the same, which what you've written actually supports.

    39 minutes ago, TheLexiConArtist said:

    And then there's Mesa, being a cut above, being forgettably reliable, all while she's got the seeming archetype of a glass cannon going on elsewise. Nope, better give her Best Defense too.

    Yeah, why Mesa of all frames gets to have more DR than tanks baffles me, too.

  9. 1 hour ago, [DE]Momaw said:

    I'm not aware of any changes that were intended to Condition Overload. Do you have specific examples of something you think changed incorrectly? Weapons/configs/enemies?  So that we can check out the math

    Speaking of intention and math, could we get a statement for why Yareli's Merulina doesn't have 90% damage reduction and doesn't have a damage absorption period? Merulina is basically a Warding Halo tied to a K-Drive, yet lacks both of these things.

    • Like 1
  10. 1 hour ago, Azimbee said:

    You can run Gas-Viral (or viral toxin if you prefer) with a Kitgun and Toxin Demulcent which takes up only 1 weapon slot. Freeze to Stack Viral creates a gameplay loop where you can buff your Kitgun’s gas without needing to run another gun. It costs a Kitgun Arcane and Warframe Arcane Slot to do, but the 6 stacks of Viral is instant within the AoE. Not a lot of AoE weapons can stack viral that quickly. It’s also a one handed cast allowing you to fire while shooting at the same. I don’t think the situations are super comparable given you need to actually swap to a different weapon to start priming, outside of quick melee. This is the reason it’s very strong. It’s a seamless self sustaining combo with minimal loadout slots dedicated to it working, even less than CO melee with a primer by a whole loadout slot.  That extra space can get more work and combos done.

    While I could definitely argue against this niche, what with Freeze having no moddable range and this intricate setup being overshadowed by just firing a Bramma arrow or something, I'll leave it at the fact that what I propose has not included removing the 600% status chance from the ability, meaning that all of this is very much possible in my idea. Plus that the ability has a usage outside of a niche.

    1 hour ago, Azimbee said:

    Now with Biting Frost you can make the 1 enemy you hit directly suffer obscene crit bonuses that take 2 mods to achieve, at minimum.

    Ok? With biting Frost in my idea, you can make more than 1 enemy suffer obscene crit bonuses.

    1 hour ago, Azimbee said:

    You got me. Speaking honestly, I do like the idea of Avalanche not scaling with Range to allow for Narrowminded. Being able to cap duration on the actual freeze would be neato, assuming the range is reasonable when compared to range modded Snowglobe.

    Ah, nice. Then let's remove duration scaling from Frost as well, so that, by the same logic, you can take advantage of Fleeting Expertise without its downside. Oh wait, let's make his abilities unaffected by efficiency as well, so that Blind Rage becomes better. All things summarized, following this logic, we have a Frost whose abilities doesn't scale with Strength, Duration, Range, or Efficiency, all to let him take advantage of other mods! Ya see the problem here?

    1 hour ago, Azimbee said:

    I do want all frames to be viable and interesting and fresh, but I also want them to be unique. The thing about balance is not all strengths and weaknesses are equal. You cannot have perfect balance and variety at the same time. A lot of times, bringing balance and viability to a varied cast involves homogenization. This kills variety in subtle way and sterilizes the game if taken too far. Without going into too much detail, you can take a gander at competitive games to see this in action. Particularly in arena shooters and fighting games.

    On the other hand, balance all too often just happens to be "homogenization". Let's look at some examples of damage reduction caps. Baruuk: 97%. Ember: 90%. Gara: 90%. Mesa: 95%. Mirage: 95%. Nekros: 90%. Nezha: 90%. Nidus: 90%. Trinity: 93.75%. In short, when you sum up a frame's damage reduction, chances are it's in the 90-95% ballpark, often exactly 90% or 95%. Still, these are very much different abilities from one another. There's homogenization, but they're still fresh and interesting. Gara's performs like a deathball, Mirage has to choose between DR and damage boost, Nekros' relies on keeping shadows alive. In the same manner, giving Snow Globe Strength-scaling damage absorption wouldn't sterilize the game any more than Iron Skin and Warding Halo sterilize one another - and they don't.

    1 hour ago, Azimbee said:

    For similar reasons, I don’t like the idea of AoE freeze on 1. For starters, that could be given to an Ice Wave rework. But I don’t want it to be like Rest or Sleep arrow. See above for why.

    Giving that rework to Ice Wave rather than Freeze would just make it ten times more redundant apart from that highly specific niche you mentioned. Instead, giving Freeze and AoE freeze while letting Ice Wave do bonus damage vs. frozen targets would do the opposite of homogenizing it with Rest and Sleep Arrow. (Also, if we don't want abilities to be like one another, we should by that logic not allow Ice Wave to freeze, because Petrify exists. Oh, and we should by that logic remove the freeze effect from Avalanche, Atlas also has a 4 which AoE "freezes".)

    In short, I don't see how your counter-arguments hold any water here. The changes I propose would bring Frost up to a level on par with other frames balance-wise while still keeping, and even strengthening, his identity.

    • Like 2
  11. 1 hour ago, Azimbee said:

    Snowglobe scales with incoming damage and casting a snowglobe under the old one merges the remaining health of the old one with the second one. In other words, Snowglobe scales with energy due to this, and has no limit on paper. Neither Rhino nor Nehza can cast Iron Skin or Halo over and over to increase its health pool, making Frost unique and powerful in their own way.

    Making Snowglobe scale with Strength when it has no upper limit to its pool as long as you actively manage it would actively make Snowglobe worse. You can play Overextended Frost, especially now with Biting Frost. Being able to use negative Power Strength is cool. You can use external means to raise armor regardless of Strength value as many of these are flat increases.

    You're forgetting the downside of the current system, though. In higher levels, given a constant rate of fire, each Snow Globe cast will have an unmoddable duration of 8.X seconds - 4 seconds of damage absorption and 4 seconds of the HP depleting just as fast. Sure, you can stack it to the skies and beyond, but the time taken to stack it will always be 0.Xs short of equal to the time it takes for the Globe to be destroyed again. Did you know Frost can have up to 4 Snow Globes active at once? Well, good luck trying to keep all four alive if each one of them goes down in 8.X unmoddable seconds.

    Neither Iron Skin nor Warding Halo has an upper limit to their pools either, the only difference here being that neither of their pools are additive with itself, something that's less important than their respective scaling. Also, "being able to use negative Power Strength is cool" is a poor argument, because by the exact same logic, you're saying it'd be "cool" if, say, Avalanche didn't scale with Power Strength. Why not make it not scale with Range, while we're at it? Makes you able to play Narrow Minded Frost instead!

    So, in short, I stand firm in that making Snow Globe Strength-scale the damage absorption would be better for the ability, as well as consistent with the general balance of such abilities.

    1 hour ago, Azimbee said:

    Frost’s 1 is currently extremely strong with Theorem Demulcent - Residual Viremia. It’s probably not intended but Arcanes allowing for modification of abilities is such a cool thing it needs to be a feature. It goes from inflicting 6 cold procs to inflicting 6 Viral in an AoE that can get big. If you want to freeze enemies in an AoE you have 2 abilities that do that already, Snowglobe and Avalanche. Snowglobe also one shots to level cap due to 50% max health True Damage on enemies colliding with walls, and Viral.

    Combine with above and you don’t even need a primer as Frost is one of the few frames that can hold a position, like the Residual arcane fields, and just stand and deliver.

    I think we have quite different views on things if you call applying a Viral stack in an AoE "extemely strong". You wanna know what else can do that? A whole bunch of guns, of which you're most likely bringing two to any given mission. On the other hand, Freeze would be able to AoE freeze enemies at a range, for a cost cheaper than his 3 and 4, which is just flat-out better if you disregard a self-limiting niche. "You don't even need a primer"? Well, you need a primer of sorts to get the Demulcement/Viremia going in the first place, and at that point you might as well just get an AoE gun with Viral.

    1 hour ago, Azimbee said:

    So I’ll say it again. Frost is mostly fine. It’s his 2 and passive that want a change. The rest are minor buffs and quality of life

    I'll say it again as well, then. I wholly disagree. Frost doesn't need a full rework, but he needs buffs to every ability he has, for power and consistency.

    • Like 1
  12. 4 hours ago, Azimbee said:

    You’re all sleeping on Frost’s new Augment. He doesn’t need a rework. Cast time speed up maybe. His only truly outdated ability is his 2, Ice Wave, and its augment and I’m 99% sure it’s among the 16 reviewed augments this year since it’s helminth.
     

    A different/buffed passive might be nice because Frost doesn’t usually eat Melee hits due to slows and snowglobe y e e t i n g. Maybe making Avalanche full strip at 200% power strength instead of 250% to be like other full strip aoes. These are numerical tweaks and buffs instead of reworks though.

    Not quite a rework, but dude needs buffs.

    • Freeze is bad. It should freeze all enemies in its AoE, not just the one direct hit. Compare to Night Equinox's 2.
    • Ice Wave is truly bad. Making it deal massive damage on frozen enemies seems apt, gives him a good combo.
    • Snow Globe is good, but should Strength scale with damage absorbed instead of armor as Frost has no abilities for boosting armor, meaning it effectively loses its Strength scaling in late game. Rhino can boost armor, Nezha can't. Iron Skin scales armor, Warding Halo scales damage absorbed.
    • Avalanche is good, but should, as said, have 50% base armor strip, comparable to Caliban's 4.

    Note that 3/4 of the buffs above are all about making him consistent with the balance of other frames. Add to the mix a better passive and (dream scenario) some way to generate temporary defense for the full squad outside of Snow Globe (besides the Avalanche augment, which could then be reworked). (Detonating Snow Globe gives all allies in range an "Iron Skin" that melts/decays over time?)

    • Like 5
  13. 24 minutes ago, TheLexiConArtist said:

    Judging by the Lavos change, they're far more interested in removing crucial lynchpins to frame design than bumping anything up to become one.

    Seriously, it's like taking the Mandachord away from Octavia - no generating and playing notes 'for performance', but now half the features of everything in the kit don't operate right.

    It's not like they're all about nerfing either, because Gloom is still allowed to be 95% speed reduction available to all frames, meaning that Protea is a better Sevagoth than Sevagoth!

    • Like 1
  14. 5 minutes ago, _junguler said:

    i love mainline updates but please get on releasing more content as the drought is getting real

    Agreed. DE seems to severely underestimate how much of a fresh wind simple balance changes can bring. Like, compare how long it takes to bump up Avalanche's armor reduction from 40% to 50% vs. how much of an effect that has for Frost.

    • Like 3
  15. 3 hours ago, [DE]Megan said:

    Fixed crashes and excessive performance hitches when Grendel consumed an exorbitant amount of enemies and proceeded to vomit them out (90+ enemies). In the name of performance, we’ve added a limit of 40 enemies that can be eaten by Grendel at any given time, and spread out the vomiting of large numbers of enemies.

    • Test Cluster crash report/fix.

    lWQAedR.jpg
    giphy.gif

    (Also, the vomit performance is worse than ever. Lags my game like mad.)

    (Also also, pls just buff Yareli already.)

    • Like 2
  16. 2 hours ago, [DE]Megan said:

    Yareli: Surging Blades: Aquablades

    Fine, but Yareli needs more attention than an augment. Like, why is Merulina 75% damage reduction and without a damage absorption period, while Warding Halo is 90% damage reduction and has a damage absorption period? Why does Riptide not have a duration so you can actually take advantage of the enemy grouping, like you can with Larva? Girl's just half-finished, at best.

    • Like 4
  17. On 2020-06-19 at 6:32 PM, SpicyDinosaur said:

    I'm trying to think of a time I got 1 hit killed outside of when it made sense prior to shield gating.

    In other words, now that shield gating is a thing, you don't get 1 hit killed when it would make sense. Exploiter Orb's death nuke comes to mind.

  18. 7 hours ago, Darren said:
    9 hours ago, Flannoit said:

    We don't need two premium currencies.

    What difference does it make if there is a second currency or not? For players who are willing to pay money, this system is even more convenient than the previous one, if you do want to buy one of the accessories separately from the full set.

    The system has hardly changed in any way. F2p players will get relics, and paying players will get prime accessories.

    Sums up my sentiments pretty well. As long as this stays the "Prime Vault stuff" premium currency, it's basically just the old Prime Vault in a new package, plus the old Twitch stuff of course. One middle man in the form of a currency as a trade-off for more buyer choice without DE needing to sell every single Prime thing for real life cash.

    • Like 3
  19. 22 minutes ago, (XBOX)Demiwolf0606 said:

    oops  srry.  Its just natural seeing how i dont run into alot of girls on games.  I didnt mean to offend you by that

    Not a lot of players you know are girls, anyway. I'm don't know what percentage of Warframe players are what gender, but since you can easily go for months without hearing anyone use voice chat, it becomes down-right impossible to tell at a glance.

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