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JalakBali

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Posts posted by JalakBali

  1. Day 1: Mother

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    Just Mother contemplating something, possible sick burns at Father.

    10102020_mother.jpg

    Day 2: Orokin

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    An Orokin based on a Roman statue. I love how weird and statue-esque Orokin are. Skirting the line between god-like and monster-like.

    10102020_orokin.jpg

    Day 3: Void

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    Wally says "HAPPY HALLOWEEN!"
    11022020_wally.jpg

    Day 5: Corpus

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    Day 11: Infested

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    Alad V thinks infestation theraphy does wonders for your complexion!
    11022020_infested.jpg

    Day 25: Grineer

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    A quick sketch study of a Grineer. I love their design: tanky and militaristic yet a bit organic and bug-like.
    11022020_grineer.jpg

     

    • Like 3
  2. First of all, no, it's not an auction house. There has been no example of a game with an auction house with real money transaction that is successful. Blizzard couldn't do it, even with their resources at their disposal. It's messy and complicated and affects the game's ecosystem and rife with manipulators. So don't bother trying.

     

    What you could do is have a trading system that only allows trading of items. No credits, no platinum, no endo (directly). The whole point of this is that some weapons are a set, which means some players would have copies of the same thing while needing another. The system is also simple: you put up the item you want to give out and then create a list (let's say, a maximum of 10 per list) if anything you want to get. For example, I put up "Imperator Vandal Barrel" to trade and I'm looking for either "Strun Wraith Barrel", "Akbolto Prime Receiver" or "Conditional Overload". Anyone could pick which one they have for trade, click it as a trade and both items sent to their recipients in the mail. To lessen spam, each account can be limited to 5 listing max, with each listing have an expiration date of, say, 3 days, by which you have to re-list.

     

    The whole point of this is that the trading channel is completely overtaken by rivens and selling for platinum. Back in the earlier days it was still possible to trade for parts of a set when they first came out. But now it's next to impossible since only players with plat trading in mind would bother go to the trading channel. And since this trading house doesn't use plat, it's very hard to corner the market since the players putting up their stuff to trade are looking for specific things and not all of them would want to trade for other items, as most, I'd assume, still want plat. This system would also benefit newer players who are looking for say, Braton Prime Barrel with Orthos Prime Blade, parts which are considered junk in the plat market, as newer players would also be lacking in plat.

  3. On 2018-12-19 at 4:16 PM, Tellakey said:

    The Profit-Taker fight, as any high-level mission, belies the game's biggest flaw: horde-shooting. Where other games call for calculated movement, an ebb and flow between defense and offense, and just generally using your smarts, Warframe is a mess reliant on statistics. The bigger your number the longer you persist, skills be damned.

    This both mitigates the sense of satisfaction a player earns for overcoming a hurdle like the Profit-Taker, at least in my case, and significantly relegates the pool of viable Warframes at high-level missions to a handful. Vauban's being the least played Warframe nails this on the head - players can't use strategy, it is useless in this game. Players only use big numbers - frames like Saryn, Nidus, Mesa, Volt for offense, frames like Rhino, Limbo, Nyx, Inaros for defense. A niche frame built around tactics creates an impediment in a game where booms and bwaaazzz are where it's at, and even these prove fragile in missions where enemies can 1-shot your entire shield and health pools absent a buff.

    The horde in 'horde-shooter' is also an impediment to progress. One cannot feasibly hope to handle a throng of mobs all shooting at you 360, all while setting up traps, hampering your abilities, draining your shields, health and energy. The only way one may last in such conditions entails a spasm of disjointed hopping around while shooting randomly with AoE weapons, spamming your stronger ability. The Profit-Taker is a perfect showcase of this phenomenon.

    The combat system is fundamentally flawed. DE, you must move away from horde-shooting into calculated, smart combat a la Mass Effect. Take inspirations from the likes of Dark Souls, For Honor, Monster Hunter - games that demand the player to think - and forego the Diablos and Skyrims of the gaming industry. No, I am not saying become those games - that would be ridiculous - I am saying learn from them.

    Melee 3.0, on the surface, appears to be a step in the right direction. Gone are the mindless combos locking you into an inflexible state. Now you can choose which exact maneuver to employ. Clap clap, more of this, less of damage mods.

    I love this game and want it to evolve. It pains me to see all of your creativity bogged down by a flawed foundation.

    Best of luck.

    I don't see a single solution in this post, only gripes.

    Here, let me make it simpler for you:

    You want a fun, engaging, skill-based game. That's a noble enough goal. Now find a solution for that in a game where there are powers and weapons that could wipe out the whole map without making any enemy:

    a) have invulnerability period

    b) immune to damage or effects

    c) able to take away powers

    d) die to an attack of ten million damage in one hit

    e) does not mitigate ten million damage with armor or a, b or c

    f) have a vulnerability point that requires pin point accuracy that cannot be mitigated by mods or powers

    Anything less than that, then what you're asking is basically "make this game into what I like and damn the rest of the players, it's all about me, mE, ME".

     

     

     

     

    PS. If you noticed some of those might be conflicting, then congrats, welcome to the Warframe playerbase!

  4. 17 minutes ago, rainerblve said:

    It's already been speculated in this thread and elsewhere that this is a server capacity issue, whenever a major update launches and there's a large influx of new and returning players DE's servers max out either in terms of capacity of performance, and it appears that DE's solution to this is to randomly ban entire IP ranges around the world to limit the number of players able to log in thus preventing more widespread outages, the recent Switch launch only makes this hypothesis that much more compelling. This is pure speculation of course but without further official word on the matter it's all we have to work with.

    That's.... dumb. Warframe barely uses server capacity other than recording end results at the end of sessions. During sessions, the host player acts as the server.

    What is more likely is that there is a DDoS attack going on, might not even be to Warframe servers specifically but to their server hosts so the anti-DDoS countermeasures kicked in and blocked us who happened to have similar IPs with the attackers.

  5. 3 hours ago, (PS4)Jedi_Arts_ said:

    The point is I want to use all that great stuff. Why did I just go farm these great frames, weapons, and mods then? There are so many cool, creative things in the game considering the Gear and the Modding. It's a waste not to use them in combination.

    In order to make something a challenge, murderizer weapons and killframes are not supposed to be effective, right? If Saryn could wipe the whole map in 1.8 seconds, it's still not a challenge if she could do it in 3.4 seconds. So in order to make it challenge, her ability would have been neutered, mostly by applying a ton of resistance for the enemies or making them out right immune. So even if you have all your rare mods and expensive stuff, they would still get neutered up to the point of near uselessness. It would be the same as if you don't have the fancy mods at all, with the difference, with my idea, that new players would have no chance in this mode, thus splitting the player base.

  6. Nah. This is not going to solve anything. The problem with trying to create "extra difficulty" with Warframe is that certain combinations of WFs and weapons will destroy anything that is considered "hard". There is no way to stop this considering the expansive possibilities of combo-ing powers between warframes, other than giving enemies unfair invincibility.

     

    If you wanted to create challenge, it should be some form of crippling your overall power (in abilities and weapons). It is much more challenging to do a regular mission in newbie gear than fighting level 1,000 in tricked out gear. So you want an extra game mode? Then put away your easy mode toys. Maybe a challenge mode, say, call it Handicapped mode, should be about limiting the mods and powers you can use. Maybe it could a mode where if activated, a lot of mods are locked down, and some weapons or frame powers got debuffs. LIke an alternate stat system ala Conclave.

     

    The benefit if a system like is in place is that high ranked players up for a challenge can still play with newbies and lower rank players. Warframe is an entirely different experience when you have to take your time killing enemies instead of wiping the whole map every 1.5 seconds. 

    Try doing a regular mission with no mods. Or only mods with rank 0. It's very different.

  7. On 2018-11-28 at 10:41 AM, WarRelic said:

    It occurred to me the other day that I only have about half a dozen frames I play. They are my favorites. They are generally good at what they do and are sufficient to cover all the game content.

    Where this becomes a problem for DE is that after I buy all the premium skins and accessories that I like or go with those frames, I'm much less value to the game as far as monetary backing goes.

    I think they should look into how they can do something like character progression but for specific frames so that your favorite frames still add value once the customer has become attached to them. 

    More skins are coming I know but what else could be done?     

    Spend more plat on other things? Armor pieces, syandanas, colors, orbiter decorations.

    I don't get what you're asking here. Are you asking for DE to paywall things for certain frames as part of progression?

    Your favorite frames already add value by having you shove eidolon/focus lens on them so they could earn focus. The whole point of the focus system is to reward players for playing their favorite frames and weapons, which is why their exp comes only after you maxed their affinity.

  8. 11 hours ago, Unholy_Ghost said:

     

    This way everyone wins, if you want a challenge go play pub with 3 other people, if you want to have fun and feel like a god go play solo and if you want to play endurance and play as long as you can go with friends or invite only.

                                                                                                    

    What about the people who want to feel like a god while playing with friends?

  9. It was fixed for me 2 days ago but today it started again. Same problem, I can log in using VPN as long as it's not SEA (I used Japan). Cannot connect to chat server and cannot join or host for other players.

  10. Logging in from Indonesia. Can't verify password. Used VPN from Singapore, also didn't work. Used VPN from UK, it worked. Once I disconnected (while still in game) it showed "NO NETWORK CONNECTION" and I couldn't create a session nor connect to chat.

     

    This just started a few hours ago.

  11. 2 hours ago, (XB1)RPColten said:

    Half of physic bolts function is to deal slight damage, the other half is to act as a medium by which to apply debuffs or status effects. Focusing on the damage aspect is ignoring half the ability. Could Physic Bolts do with an update or alteration? Sure, but not for damage reasons.

    ...again missing half of the point. In fact, it is safe to say that you missed the mark on Nyx's function by a decent margin. Ignoring the fact that Mind-Control enemies not only act as potential damage dealers (albeit smaller amounts at +level 70), but also team buffers (Ancient Healers), cc-casters (Arson Eximus), mobile shields (arctic Eximus) and just simply as a bullet sponge to take the heat/aggro that Nyx herself can't take. There is very strong value in Mind Control beyond just an extra gun.

    The same can be applied to Chaos, in that Chaos afflicted enemies will not be targeting Nyx and Friends at anywhere close to the same rate as they were before, which is precisely the main big draw players have for her for higher level play (+100). Again, damage output is half the picture.

    That is what I mean by focusing on the damage. Reading through your original topic, it seems as though you put too much attention what hurt she or her thralls can put out despite that not being her main focus.

    Again, I don't get what you're saying since you appear to be arguing against your misconception of my points. I never said I wanted Psychic Bolt to do more damage. I'm saying it's terrible and it's going to be scrapped by DE anyway. I have made no suggestion to replace it with another damage dealing ability.

     

    As for Mind Control targeting hard targets, I thought I made that clear that Mind Control is semi useful for that and I suggestion is not even changing it but only adding an effect to it so that pumping bullets into Mind Controlled enemies would actually accomplished something. Because that's what your random teammates would do, every, single, time.

     

    As for Chaos, again, I'm not even suggesting changing it, except adding a feature of making teammates invis to strip the aggro.

     

    I don't even understand where you get the idea I want her to be a damage dealer. All of my suggestions are about making her powers work as you play, with no additional damage than what she could currently does. It's like you read some other post and applied that to mine.

  12. 13 hours ago, Warlord1400 said:

     

    • CLOUDWALKER

    I think this ability can stay, it just needs some heavy tweaks, so here are my thoughts. Instead of completely turning into a cloud, he should ride his cloud, like in his other adaptations. With hoverboards coming, this should be easy to implement. Wukong zooms across the battlefield with incredible speed, knocking enemies back caught in his path. He should also be harder to hit, and be able to attack people with his staff (if it's equipped). This ability is now for mobility, making sure he can get anywhere around the battlefield in record time. Think of it as Wukong's answer to Nova's Wormhole

     

    I like the idea but if we follow the concept closer, it should work more like Archwing/Titania pixie form. Maybe make it if Wukong is on the cloud and not moving or attacking, he would be invisible. He could still attack using weapons (or maybe even Iron Staff) while on it. I'd prefer it if this ability is more combat oriented than just making Wukong zip through the levels.

     

    Also another thing, I have an old idea for Wukong's passive where it fits the lore behind the character: any enemy attacked with Wukong's powers (Iron Staff or Iron Jab) will glow for 3 or 4 seconds. If killed, a Wukong Spectre using Iron Staff would be spawned, to a total of 4 Spectres maximum. The spectres only last 6 seconds and new ones would replace old ones if spawned. They have health based on Wukong and can be killed and when expire on death or timer, they would explode with a small damage and radius with Blast proc.  Sun Wukong in the stories could create clones of himself that would fight for him and create chaos in battle. The idea is if you keep using your powers and killing enemies you could have a small army of your clones running with you.

  13. 7 hours ago, peterc3 said:

    This completely trashes anything Vauban has except his model. This is so beyond what a rework is.

    This doesn't actually make sense. This is the same as any exalted weapon, tangible but not overtly an ability and Nullifiers nullify any ability, including exalted weapons.

    Yea, that's the concept. A complete rework.

    An Exalted weapon is an extension of the warframe itself. They are directly powered by the warframe so the nullified bubble cuts the connection and made them loose their form. The constructs of Vauban in my idea is that they're independent machines. They're created using warframe energy but they became a separate physical entity. The bubble would cuts off the connection of control, not of power, so the constructs would lost its directive when affected by the bubble. Vauban here is not raising inanimate rocks into a moving creature. He produces robots and machines.

  14. 10 hours ago, (XB1)RPColten said:

    Post: That being said, Nyx is not a direct damage frame. That is not a core component of her kit and should not be taken into consideration when judging the current function of her kit and any proposed changes.

    I don't get what you're saying. She is not doing more damage than what she is already capable of doing, which is using Absorb. The point of the tweak is to make the power actually usable in actual gameplay. It's all about adjusting Absorb into a form that you can use in a fight instead of its current useless form, though that option is still there.

  15. I have a silly idea for a Vauban rework and this might be a complete rework. Let's take the concept of Vauban first that he is an engineer. His powers are not straight up powers but tools that do things. So let's run with that idea and combine it with the fact we're going to get Moa pets and the idea that the dojo is very nuts in potential of making and combining things.

     

    So, the reality of Vauban right now is that all of his powers are very static. The fact that he "drops" a tool that is the source of the ability means they cannot be mobile... EXCEPT the Tesla balls, which could be stuck on players too. This is fun. Now, how about we make his "tools" modular too? Let's try this:

    1. His first tool (power) will be a set of effects, like electricity from Tesla, the gravity well of Vortex, the suspension field of Bastille, bounce pad, trip mines, etc. Yes, put all of them here, but make the effects to be really small in radius and strength, such that they're mostly only useful in choke points like doorways. Even add more to this like Shield ala Volt, but smaller and doesn't last long. Each ball costs different energy, depending what it does.
    2. His second tool (power) will be a platform. He can select between 2 types of platform: mobile or static. He can only a maximum of 2 mobile platforms or 6 static platforms (you can only pick either the mobiles or the statics). The static platform is placed like placing objects in dojo or your ship where you can put them on walls or objects and rotate them, etc. The static platforms look like a small wall with a short tower. These platforms are permanent, they do not expire, but they do have health so they can be destroyed by enemies. The mobile platforms have 2 options: they look like Moas (without turrets) and hovering like Ospreys. They follow the player around like an NPC follower/pet. At their basic form, they cannot attack.
    3. His third tool (power) is a gun/launcher. At its basic form, it shoots regular bullets if any hostile is within its line of sight (which is straight). It cannot track or move by its own. Vauban can pick between a straight up rifle, scatter shot, or launcher types. Basically rifle, shotgun or bazooka with their own fire rate, effective range, etc. By their own, these tools have health so they can destroyed.
    4. This is a toggle power. If Vauban keep this on, it will heal his tools if he is within range by using up energy. Basically this is his heal power, for his constructs.

     

    Now, those sound just rather simple and dull, right? But we get to the real meat of the idea: that Vauban can combine any of his tools to different effects and functions.

    Let's say the mission is more mobile where you have to keep moving. Vauban could spawn a "leg" mobile platform and a "flying" mobile platform. He could put Tesla on both of them. This boosts the range and power of the electric attack (basically it becomes better than just being dropped on the ground). If he put another tool on them, it would override the older tool. Say he put a Bastille on them. Now they have the power to repel enemies. If he put Vortex on them, they would pull enemies closer. But that's not all. Vauban could also put his third tool on them, which is a turret. Putt this on the legged platform will make it mostly like a Moa and on the flyer will make it act like an assault Osprey. BUT! You can still put the first tool on them to give a different effect. Like, if you put Tesla on the mobile platforms with a turret, the turrets would become electric based attacks. Put trip mines on them and they become explosive or fire based. Put Bastille and they become Magnetic.

    Now, about the static platforms. They give slightly different effects but mostly better stats for his tools. The idea is the static platforms could be Vauban's static turrets, where he designs and builds what kind of turret they are. But they are rather fragile. So he would need to build more platforms with the shield power to protect that turret platforms. Imagine an auto turret behind another turret with a shield protecting it. If a static platform is not given a turret and only a Tesla, then it becomes a platform with electric AoE. Or a platform that repels enemies. Etc. It can still be destroyed by enemy attacks (though it doesn't get enemy aggro unless it has a turret). It's a trade off, where they can now be destroyed but they no longer have a timer.

    Static platforms will also be more tanky (more armor) if it doesn't have any other tool on it, so it can be used as a rampart or wall for blocking.

    None of the platforms can block teammates as to not encourage trolling behavior.

     

    Does this sound OP or useless? Maybe. I don't have all the specifics and details worked out yet. But I think this would make a frame's gameplay to be VERY different from the others. I'm envisioning a game style where you build your robot or turret or create your own walls. You are basically building your own customized defensive fort or robot assistants.

    One idea though, in order to lessen frustration of having your construct crumble when touched by Nullifier bubble is by making your constructs immune to them. They're not powers but tools created by warframe powers but become independent so Nullifiers shouldn't destroy them. But in spirit of balance, because their "mind" are linked to the warframe, then they cannot target Nullifiers' bubbles and if they're inside the bubble, they just "shut down". Once they're no longer in the bubble, they wake up. So they're still ineffective against nullies but without the frustration of "my robot which I spent a minute building just poofed because it's so stupid and ran into a nullie". Static platforms also do not disappear when touched by nullie bubble, but their attacks (if any) cannot function inside the bubble nor can the turrets target anything inside nullie bubbles.

  16. Oxium is like Nitain. You're not supposed to grind for them specifically. If you play Io, you'd get at least 200 Oxium per 20 wave. The point of Oxium is, if you see the Osprey, go kill it. Not having enough Oxium is punishment for skipping the entire level and enemies and only run objective to objective, just like not having enough Nitain is punishment for ignoring alerts and not opening up the star chart.

     

    Oxium and Nitain are only a problem if:

    1. You decided to get a weapon or frame that requires them right away, even when there plenty of other ones to build first.
    2. You only play through missions really fast and then spent the whole time leveling in Hydron or Onslaught. This is obvious if you have ever running out of nano spores instead of having a warehouse full of them.

     

    It's very obvious why DE designed these resources the way they are. They're not just there to pad up the number of things to collect. They're there to force variety on you. The same with Argon crystal, which is a resource impossible to stockpile. While Tellurium is designed to force you to play Archwing missions and Cryotic is for Excavations. Is it bad to force players to do this? Maybe. But the repercussion of not having them is that players will only play a single game mode (Hydron or Onslaught) and get even more burned out. You're supposed to do variety of missions in between of your farming sessions. Take up Nitain alerts. Stop bullet jumping through the level to kill the Oxium Osprey. Take up Excavation or Archwing mission once in a while. Go to the Void and explore the map for a bit (tip: it's almost guaranteed to get Argon crystals if you open every single locker and box in the map instead of only killing enemies).

     

    Look, I get the frustration of new players. Vauban Prime is ridonkculous in resource requirements. As a long time player, by the time he came out, I already have a stockpile of resources needed to build him. The same with the Sybear which needs a stupid amount of Cryotic. But I do know long time players who also didn't have the resources because they spent the whole time grinding in Draco (the good ol days). It's frustrating to get Vauban Prime parts and then seeing how far off you are from gathering enough resources. My suggestion is to hold off building him but keep it in the back of your mind that Oxium is an important resource to collect and to kill the Osprey every time you see one. If you have a problem killing Oxium Ospreys before they suicide, then you have a more fundamental problem to fix first. Start saving up slowly on Oxium and Nitain and you will end up with way more than you will ever need.

     

    It's the same thing when I play with newbies and I pointed to them to scan the Vestan moss in Grineer asteroids and the plant in the muck in Grineer factories and the flowers on Earth. Better start saving up before you need them.

  17. Saryn's 1 is not oneshotting enemies. It's a very active ability that you need to manage to do real damage after a while. It's a very dynamic game play, much like Nidus.

     

    The actual problem is her 4. Which has been made as powerful as it was ever been, has no line of sight, huge range and could wipe out low level enemies with ease. And it's a completely skill-less ability, you just need to press a button. My suggestion is not to make it less powerful, but not as brainless. That could be done by making its damage very low, except when the enemies are affected by Spores. Basically, nerf the damage, but give it the same damage it has now only to Spore-d enemies. This makes the game style of only using her 4 rather useless for damage but still useful for the Corrosive effect, while still keeping the ability powerful for players who actively use Spore.

  18. Let's review what Nyx has to offer first, along with seems to be their problems:

    • 1. Mind Control is good in concept, as many games have the idea of mind controlling an enemy to be your 'pet'. The problem is this is more useful as a mez to stop a strong enemy from attacking while you unload bullet on their face and then turn it off. Its intended use as having a pet to help you fight is pretty useless since enemies could barely kill each other, even the stronger ones. Add to that, your teammates who knows nothing about Nyx's powers would spend some time trying to kill an enemy that cannot be killed (right away). The invul part is based on the previous weakness where the controlled enemy would die within a second from teammates.
    • 2. Psychic Bolt is a terrible damage dealer. A waste of energy that could be spent on Chaos. There is no point to this power where any weapon is a better option.
    • 3. Chaos is the only useful power Nyx has (without an augment). It is said it's useless because enemies don't kill each other. True, but the part where they're no longer single targeting you or teammates is very useful in situations where you cannot wipe the entire map. That and crippling Eximus heavy enemy groups where the buffs are not applied to their group anymore. No warframe die from a single enemy attack (in standard levels). They often die from multiple enemies attacking at once.
    • 4. Absorb is only useful with the augment where Nyx is using it more as an invincible shield. The mechanic of absorbing the damage and reflecting it back is useless since, again, enemies die too fast before doing real damage. And in the case where they could, the ability is also crippled with the nerf of using up more energy as damage is stored.

     

    The problem with Nyx is none of her powers' intended functions are useful. Instead they're made useful only from other uses. Mind controlled and confused enemies don't kill each other effectively. She has no direct damage ability. Absorb is too slow to be deployed as a damage ability and only useful with an augment where Nyx is no longer stuck unable to perform any other action. So let's improve her powers to be useful or at least more effective without transforming her completely into a very different frame. I'm also including DE's stated idea of removing Psychic Bolt, moving Chaos to 2 and having a new debuff power for her 3.

     

    • 1. Mind Control: we cannot expect the mind controlled enemy to do any significant damage so let's borrow the concept from Zephyr's Tornado and Hydroid's Undertow. Any enemy mind controlled when hit by damage from Nyx and allies will unleash radial damage proportionate to the damage received. The rest remains the same but with this, your friends shooting at the enemy is actually killing the surrounding enemies too.
    • 1b. Another idea is to make the enemy use a 'ghost' version of your weapon(s). Like the NPC hostage or Tenno Spectres. Which would make them infinitely more useful since they'd get a version of your equipped weapon and mods. If the enemy is using a primary, they'd get a primary clone. If they're melee, they'd get a melee clone. Non-weapon using enemies would just inherit the mods. The reason why this is not my main idea is that this concept would require a tweak to all enemies present in the game to accept player mods. So this might not be feasible.
    • 2. Chaos is now 2 per DE's early idea. But let's make this slightly better. Chaos would also give allies' in range a short invisibility (very short, like 4 seconds at max). This would make the whole team has the chance to loose the focus and aggro of the enemies affected by Chaos. This also makes Chaos has more utility than Loki's Irradiating Disarm augment.
    • 3. New ability: Kinetic Sap (or some better name, I don't know). This ability is a radial ability, similar to Chaos when deployed where enemies would get an effect with affected. Any enemy hit with this will have their damage cut to a maximum of 90% (if they're doing damage at all). All of those damage is stored in Nyx, similar to Absorb (and Equinox's Maim). The stored damage is kept as long the ability is active. Nyx can keep refreshing the ability as long as there are targets still affected. If all the target dies, the damage is immediately unleashed* from Nyx (Blast proc), similar to the burst from a syndicate weapon but smaller in radius (same radius as Absorb). Now, even if there is still enemies affected by this ability, Nyx could still manually detonate the stored damage by using Absorb and have the stored damage be transferred to Absorb. Note that this ability has synergy with Chaos since if the enemies affected would shoot at each other and have their damage 'stolen'.
    • 4. Absorb: remove the energy escalation. Maybe even make Absorb on a timer instead of toggle, but can still be manually detonated by pressing 4 again. Damage stored from enemies attacking the bubble or from the stored damage from her 3 will be amplified so there is value in using this instead of just having her 3 expire.

     

    This concept should make Nyx a support frame that is more useful than she is now, without making her a straight up nuker. She still has a nuke in her 4, which should be more usable now as long as she built it with her 3 and should scale with the enemies level. Using her 1 in the middle of enemy group is a viable strategy now since shooting the controlled guy would also unleash damage to their surrounding. Teammates would get to feel the actual benefit of Chaos since they'd get a short invis, instead of seeing a guy getting Chaos'd and then still shoot at you.

     

    * If stored damage being unleashed upon death of last enemy affected makes it not usable, then it could be altered to stored damage going down over time as long as there is no enemy affected.

     

    So what do you guys think?

  19. Wait, I don't get this. How is this trolling even possible at this point?

    This only works if the person trying to "troll" did not pick a side until the last second. By then, like, at the last 3 seconds if one person has not picked "Continue" then shouldn't you assume they'd just choose Exit? Especially if you yourself cannot continue since you've been carried by that one guy. It's also polite if you asked how many rounds everyone is planning to do at the beginning, especially if you yourself cannot hold your own, instead of just assuming you're getting a free ride.

  20. On 4/28/2018 at 2:34 PM, Vertutame said:

    Veteran know that the effective way is never been fun way to play warframe.

    No one is forcing you to be "effective". Minmaxing is an option in this game. There's no content that cannot be completed without a minmaxed build. Minmaxing is only to cut time and effort. If a part of the playerbase is adamant on finding the most minmax way to gain progress, nothing you design will ever be able to make it "fun". Because "fun" as a design is mutually exclusive to "efficiency". You cannot force the playerbase to have "fun" especially if it's "fun my way not yours".

     

    Game development should focus on what is fun, not by designing what is the most effective to gain rewards. Everything you're proposing is a boost to rewards. They say nothing about "fun" or "better". More rewards does not equal more fun.

  21. If not damage, it should give another ability for Wukong that doesn't exist on other frames. If we're talking the abilities of the actual Wukong, there's one ability that hasn't been represented here: his clones. Wukong is famous for using his clones. So why not if he hits an enemy with Iron Jab and he doesn't die, a clone of Wukong would appear. The HP of this clone is based on the HP of the enemy that got hit. This clone is practically a spectre with Primal Fury permanently active, until it is killed or the timer runs out. Up to 4 clones can exist at one time. This would give a decent reason to use his 1 in crowds.

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