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ScarecroM

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Posts posted by ScarecroM

  1. With magnet procs and parasitic/energy leach eximus exist in this game, I'm all for energy regen being a passive thing. I think it would be more fun if you got energy from killing enemies with weapons rather than a flat energy regen though. It would keep the flow of the game more-or-less the same but make recouping lost energy absolutely consistent, rather than luck in a lot of cases. Which would make energy droughts far less of an issue.

  2. I find it extremely hard to believe that there are actually enough people that struggle to an extreme degree with self damage that DE decided to remove it. It's so easy to avoid. Do people really want DE to believe that they're so incompetent that they regularly die repeatedly from self damage? I can only assume that DE is shelling out to a vocal minority, and to me, the implications of that is more concerning than the fact that self damage is being removed.

    As for the fact that self damage is being removed, all it means to me is that sounds like an easy game is being made easier. I'll have to wait and see how the game feels with its removal before I make any real judgement call, but dying from self damage never really frustrated me to any degree, so I'm more-or-less neutral on it. I do think that it provided a fairly reasonable risk vs. reward factor to extreme burst damage aoe weapons... like it should in any video game, and the self aoe demonstrated doesn't look like a suitable replacement as it's practically nothing. Overall I don't think this would affect my personal gameplay to a meaningful degree, but how long before ta few people demand the removal of something they don't like that will?

     

  3. 20 hours ago, fuffi2milka said:

    and there is recruit chat, right?

    i played with "internet" friends in 2013-2014 more then 1200 hours and done all "hard" content. clan was listed very high in top list etc. i liked them all and this was a lot of fun.

    and you say already: there is no point to stay together in matchmaking games. only very few people communicate and even fewer players are in a good mood and are team players. i dont even look at their names because nearly all groups will disband after mission anyway. i played a lot last 4 month and nearly all 99% groups disbanded. even if you do 70%+ team damage and make def objective immortal/heal it everybody leaves. sometimes i met very good groups and they play well... but even here they leave most of the time?!?!?!

    i dont know how do you find new friends here!...

    >>> i can play with bots and will get same experience! <<<

    but look at other games like wow, d3 or even overwatch. you join a group and most say "hi".... right? even in overwatch you get tons of friends and they ask often for invite and gaming experience is way high then solo. same with d3. people see here when you play good and you are teamplayer. i got tons of friends here and we played day and night. we played together when we was drunk and sometimes without sleep before work. i would say this was best time ever and i miss it. same with d2 and similar games.

    but in warframe i am always alone and dont care about other players. not because they are bad. but because they have same behavior as bots.

    clans with same goal are always good. and warframe community in forum is way better then popular games. not so much trolls or depressive people here. and you can make it much better when you pimp matchmaking games and make it more social and lucrative.

     

    You're comparing competitive pvp games to a casual pve game. If you get a team in a game like overwatch that works, of course you're all going to stick together because the skill requirement, and necessity for coordination in a pvp game is so astronomically high compared to a game like warfame. Meanwhile in Warframe, the need for coordination is nearly non existent for most of the game, and when coordination is needed, it's usually fairly minimal. Meaning that no matter what group of people you get, no matter which combination of loadouts you get, the experience will be roughly the same. The majority of the community doesn't care about how good you are at the game because simply put the game isn't hard. It's extraordinarily easy, and the parts that aren't easy like eidolon hunts, you might find that there are people willing to stay in the same group should everyone be up to snuff to kill hydraulist. 
    Also, I guarantee you would have an objectively worse experience playing with bots than you would other players. It just so happens that there are bots you can play with. try using specters and see just how dumb they are. Try completing a spy mission, or interception. It won't be the same. 

    The way the game works shaped the community to operate in such a way that it requires less communication and social interaction with other players, and attempting to change it in a way that affects how the game works would have a very negative impact. Adding a mechanic like this, once again will lead to toxic behavior. People will start harassing people to stay in the same session as them so that they can get the bonuses.
    no amount of arbitrary mechanics will address the issues you have in a positive way. Your issue has nothing to do with the way the game works. You simply don't like the way the community operates, but you should really ask yourself. Are you really any better if you don't care about other players? Maybe you can address your own issue by actually caring, and being more vocal in the game. There's always outliers in any game community, and you may stumble across a small clan or group of friends that are willing to be your friend. 

  4. I don't think warframe should have any sort of reward system specifically for staying in the same group. Being able to stay connected to someone across several missions is unreliable at best. I've been disconnected from games due to poor connection to the host many times, and have had host migrations many times as well. I can't even get through a single warframe session with my friends without at least one hiccup that causes someone to disconnect. These sorts of faults would be unacceptable for a system like this, And because of the unreliability of staying in 1 session for an extended period of time, it would certainly lead to toxic behavior. Just look at what happened with the teneborous ephemera. 

    Besides that, why does this even need to be incentivized? What is even the goal with this sort of system? The multiplayer pub loop as it is works just fine. It's already designed better for leaving a squad and immediately starting a new mission with different people. It's absolutely faster to do it this way, because you don't have to wait for people to vote, or worry about some jackass force starting the mission should you need to change your equipment. Is the goal to make people socially interact with each other? I don't see what difference this sort of system would make. I'm playing with 3 strangers either way. And the game is too fast paced to really interact with them and chat. This is true in practice because I have over 3000 hours in warframe, and I can count with my fingers how many times I've seen people using chat to socialize. I'm pretty sure those people died every time they talked in chat too. If not, then why should these sorts of bonuses be exclusive to staying in a squad across missions? why can't they just be individual bonuses for replaying the same mission over and over again?

    Overall, this seemingly simple suggestion would be asking for a lot of work from the developers to fix the connection issues, for something that you yourself clearly haven't put much thought into...

    10 hours ago, fuffi2milka said:

    - other unique bonuses. i bet you have other better ideas. bonuses should be like candy and worth it!

    If you want to play this game in the same squad for an extended period of time, then play with friends. It's that simple.

    • Like 2
  5. 18 hours ago, EinheriarJudith said:

    Weapon A (5 forma + catalyst) + Weapon B (0 forma) = Weapon C (forma/catalyst retained)

    Weapon A (2 forma) + Weapon B (5 forma + catalyst) = Weapon C the first 2 forma from weapon A are retained and the next 3 from weapon B are added (catalyst retained).

    forma and catalyst should never be lost. it is ridiculous to even allow it to be possible.

    how do you retain forma if for example both weapons have 5 forma? There's only 9 slots including the exilus slot, which would leave one forma that cannot possibly get added. Why should this type of system be made when it would be far easier to simply make the UI have more visual clarity? 

    Also forma, and catalysts are consumables. They are extremely easy to obtain in-game for free, and Warframe is in of itself free to play. There's really no good reason why they should be returned, or retained should you mess up when fusing. It's extra development for no real gain on the developer's part.

  6. I think for the sake of clarity, and just looking better the UI could be improved to incorporate an icon of the outcome weapon after the fusion. the icon will include a potato should it have one, and the forma count should it have any, and if you hover over it, you will see the name, and stats of the weapon with the old damage bonus compared to the new one. The text box imo is clear enough, but it looks ugly, and lazy. 

    That said it does need to more-or-less work the way it does now, otherwise how would fusing 2 weapons with different forma counts work? Especially when one or both weapons have polarity in every slot. How would it work when there's only 9 slots and collectively more than 9 forma? And logistics isn't a solution. "logically nobody would put collectively 10 or more forma between 2 kuva weapons." It is possible, so someone would do i out of curiosity. What would even happen if there is no system in place to deal with this sort of situation 

  7. On 2020-01-26 at 9:41 AM, zephyr_infinity said:

    fun is subjective, *you* might have more fun with changes like this but that's not necessarily true for everyone or even the majority. Any sort of change like this has to be very slowly rolled out and closely monitored to ensure it doesn't cause massive player drop off. The issue being that all of the games systems based around combat are precariously balanced on a knife tip altering any one to any great degree can send the whole game crashing down. Are Nuke frames really a problem? I don't really feel that they are, the games style and systems all push that play style and making things less efficient can make the game significantly less fun for large parts of the population.

    Fun is subjective, but a line has to be drawn somewhere. Even if it is opinionated, I think there is a huge flaw in the game's design as a multiplayer game when one person is able to single-handedly kill 90% of the enemies with no support from their teammates. Granted you can play alone. but the game actively encourages... well, bottlenecks you really into playing multiplayer with the affinity boosts from other players being the majority of the XP you earn for equipment. The game wants you to play with other people But what's the point in playing if one person is going to mindlessly spam 4, and remove any semblance of gameplay from their teammates? What are the teammates supposed to even do while one person is doing this? I don't think area nukes are an absolute issue, I certainly think for some frames it's too easy, and something needs to change. I don't think the OP's solution is a good solution, as it affects all warframes, but there is some merit to their issue. Players should not be allowed to hog all the kills from their teammates and be able to endlessly sustain it independently. 

  8. Just now, Kefirno said:

    Having a small window to counter ancients'/scorpions' grapple or quickly recover from knowckdown with properly timed jump would make it tolerable. But right now it's just pointless annoyance that adds nothing of value to the gameplay.

    Annoyances aren't substitute for well designed enemies and challenge, DE, stop doing this.

    you can block their grapples with melee weapons, and there are several mods that each single handedly mitigates any form of knockdown extremely well. an unleveled handspring is already 40% faster knockdown recovery and it's an exilus mod. I already made a long post about certain aspects of knockdowns and tethers, and specific enemies that do these can be polished, and tweaked to be less frustrating, but they do serve a gameplay purpose, and that's disrupting players in a dangerous way that doesn't involve damaging them directly. These enemies are MEANT to be dangerous, and annoying, and the game gives you tools to mitigate their capabilities. 

  9. I don't think being knocked down should be removed from the game.I think a few enemies being able to temporarily disable players and being able to specifically mitigate such scenarios is an interesting gameplay dynamic, and something that should always be considered when making a build. I do think some tweaks should be made to it in order to improve player experience though. After my 3000 something hours of playtime I've noticed a few key things about knockdown enemies that make them far more annoying than they really should be, at least for me.

    -The most frequent thing I find about all tether, and knockdown enemies is that stunning or knocking them down while they are doing, or an instant before they do their tether or knockdown, they will still do it anyways. It's like even when you win, they still win. It's a surprisingly common occurrence that's more annoying on a logistic level, than a gameplay level. While it has the potential to be unfairly devastating, in practice I find it to be more of a nuisance than anything.It happens commonly enough to be played around, but it's really annoying, and is so visually unpolished that it certainly seems unintentional. I think simply an enemy's attack should be canceled if they are knocked down or stunned before the animation is complete.

    -I have a problem with the way ancients work considering how abundant they are. I've had times where I've been stun combo'd by ancients due to them going back and forth between tethering, and using their knockdown punch.  While it's not at all common, and it is easy to mitigate, it feels disproportionately punishing compared to any other instance of knockdown. And I think the developers are aware of this because I've noticed behavior in ancients that tries to prevent this from happening.
    This only really happens when there are a pretty large handful of ancients all focusing on one person. I've noticed this happening most frequently with new loka attack squads as it dumps many ancients on top of 1 person. I think an ideal way to solve this is to remove ancient's tether ability and introduce thrashers to all infested missions, granting them the ability to tether. They would start spawning at the same time as ancients, but spawn less frequently... I can't think of any other way to fix this aside from making ancients less common, but that would consequently make infested easier than they should be.
    The issue boils down to this enemy behavior being bad for something that spawns in large enough numbers to abuse it in such a way that makes the game less fun.

    -Scorpions suck. I find their range to be rather unreasonable. Considering how spontaneous they are with tether attacks, you might not even notice them on the other end of the room. The nature of these enemies paired with the distance they can utilize their ability really throws the idea of spatial awareness out the window since you aren't given a very reasonable window of opportunity to even process that there is an enemy capable of tethering you in your vicinity... especially considering they don't even need to be in your vicinity to use it. I don't think this is a big deal for ancients considering how slow they are and how much they stick out like a sore thumb. But I think the tether range of scorpions in particular should be halved. considering how mobile they are, I doubt it would even make much of a difference in the big picture. It would just remove those times where you're sniped from the other end of a tile by a #*!%ing grappling hook.

    -And lastly, I find bombard rockets to be extremely unreasonable. Maybe even the most unreasonable thing in the game. While I don't think their damage or blast procs are inherently bad, I find the visual feedback and tracking of these rockets to be absolute bullS#&amp;&#036;. They're practically invisible, and they will follow you to the ends of the earth. I'm not sure if they have a model or not. If not then they certainly need one. if they do then it needs to be much larger. The pitiful smoke effect that trails behind them also doesn't render most of the time. And even when it does the effect just disappears sometimes, even though the rocket is still there. In contrast to this napalm projectiles are perfectly visible and don't even home in on you. Why the hell are the projectiles that don't home in on you have perfectly reasonable visual distinction, while the ones that will follow you to the depths of hell until they hit SOMETHING have virtually no visuals whatsoever? Don't get me wrong, it's great that napalm rockets are visible. At the very least give bombard rockets the same visuals as napalm rockets. whether they are homing in on you or not should be enough distinction between the two. as if being hit by either or is anymore ideal than simply avoiding them in general. 

    • Like 1
  10. I 100% agree. I've gotten 2 spare smoking body ephemera blueprints, and they're just sitting there. I would rather give them away for free, let alone barter them for platinum, than sell them for credits. It's not like getting a blueprint is even that special considering you still need to craft the #*!%ing thing. Developers seem to think it's such a non-accomplishment to get it that it still takes a million credits, a vitus essence, a warframe part, and 3 goddamn days to craft. 

  11. I understand there is certainly frustration to be had when it comes to playing with randoms, but as a lot of people have pointed out, the negatives clearly outweigh the positives. Some of my long-time vet friends have told me vote-kicking was a thing at one point, but it was removed for the exact problems that were stated. 

    What I do think needs to be a thing though is the ability to leave a squad with friends. So for example, you're in a squad of 4 with 1 friend and 2 randoms. Another friend wants to join. How the game works right now, at least one person needs to leave the squad, and re-invite the other 2 people. Alternatively, you would be able to leave the 2 randoms in a mission and remain in the same mission with your friend. in a separate squad of 2 without the randoms you entered with. It would also fix leaving a relay/dojo/cetus/fortuna in a squad, and suddenly not being in the squad anymore. Whether this is possible/easy enough to accomplish in a spaghetti coded game like warframe, I don't know. But this sort of thing would be a nice quality of life change for sure. It's not quite what the OP has in mind, but it's within the same vein of squad problems. 

  12. An idea I had that would be great for new players is for every time you rank up, you get 1 free warframe slot and 2 free weapon slots. It might not be enough, but it would help.
    (this in addition to doing away with the absolutely terrible daily standing caps you get before higher mastery ranks, but that's besides the topic at hand.)

  13. Ember's 1 seems to be entirely invalidated by her 4th ability. Or at the very least far too situational compared to her 4th ability.

    It costs 25 energy to cast, and deals less than half the damage of her 4. Meanwhile her 4 costs 10 energy per enemy. 

    Granted in most situations it would be more expensive to use her 4th ability because there will be more than 2 enemies that will be affected by it. However, It would still be more expensive to use her 1 4 times to hit 8 enemies than to just cast her 4 once and hit all 8 of them. 
     

    Even in situations which her 1 is intended to be used (against generally 1-3 enemies at a time) you're still getting an astronomically larger amount of damage out of her 4, and assuming there's only 2 enemies you're consuming less energy.

    I suggest either buffing fireball's damage to be on par with inferno, or give it armor stripping capability like her 3. 

  14. I can't keep my thoughts short, but I will spoiler them, and keep this in bullet form. Each bullet will be 1-2 paragraphs.
    Overall, I have VERY mixed feelings on this update. Keep in mind these are initial thoughts. But I do have some immediate strong opinions.
    I will talk specifically about the things I have the strongest feelings about.

    -Kuva Liches

    Spoiler

    I like the idea of having a nemesis that is an equal match for your warframe. What I don't like is how they steal resources, mods (including rivens) blueprints, prime parts, etc. I don't think item confiscation as a game mechanic belongs in a video game that is filled to the brim with grinding and RNG. See, when I play Warframe, I set out to do specific things I want to do. whether it be void fissures, invasions, whatever. If I don't want to do kuva lich missions, that means I DON'T WANT TO DO KUVA LICH MISSIONS. For example, Let's say I want to do the sortie for the day. the final mission is on the planet my kuva lich is occupying. I have 2 options. Either I clear the territory (which can take upwards of a hour depending on what mission types I have to do.) or I can do the sortie and potentially have my sortie reward stolen. Which in order to obtain it I would have to do the kuva lich missions anyways. That riven or whatever may not be gone forever... But that's not the point. That was the reward for the sortie. Not the reward for the sortie, and 4 extra days of grinding requiem relics, and requiem murmurs, just.. unrelated patches of content. This mechanic makes the Kuva Lich system extremely intrusive, and more-or-less forces you to participate in it in a needlessly aggressive way.
    I highly suggest limiting the stolen items to just resources, and credits, or at the very least, omitting specialized missions such as alerts, sorties, and quests from the kuva lich system. Beyond that, an alternative way that does not require days of grinding to obtain stolen items would be fantastic.

    -Melee Stances

    Spoiler

    I absolutely LOVE the changes made to how stances work. The fundamentals of each stance being the same is a very good step for melee. I don't have much more to say about this, but I cannot put into words how good using any melee weapon feels now. It's so liberating that I'm using a stance because I prefer it, and not because it's the ONLY stance of its weapon type that doesn't vault me off a cliff every other time I press E However bullet dance in particular feels rather awkward to use compared to before.This is the one exception I found so far.

    -Melee Mechanics

    Spoiler

    On the flip side, I'm very skeptical on the reworked melee mechanics. It hasn't affected gameplay for me in a significant way so far, but I have noticed the significantly smaller damage numbers. I'm getting red crits far less frequently. clearly blood rush is not nearly as effective as it used to be, or at the very least, the way the combo counter works now is far more confusing than it used to be. I've seen plenty of people who actively go out of their way to fight enemies of absurd scaling absolutely hating these changes. I can empathize with them, because I know how it feels to have something you worked hard to accomplish ripped out from under you like a rug. no amount of forma or legendary cores can replace what is now gone for them. This makes me wonder if these changes were too hastily implemented. Maybe they should have been put on hold until enemy scaling was reworked, or until that new rage mechanic was added. One thing I can say for sure though is I preferred the simplicity of the damage multiplier. You hit more, you do more damage. And the way blood rush amplified it was just really fun. Currently, I'm having trouble figuring out how to most effectively use heavy attacks. most of the time I don't use them at all, because they are just too slow and awkward, or they just don't deal as much damage as they feel they should.

    At the end of the day It's not all bad (in my opinion), but clearly with the amount of outcry, no matter how rude the feedback might be, something went wrong. These are just my thoughts, but I've seen a lot of similar complaints to my own. Who knows though. maybe some people like having their mod that they spent weeks grinding for stolen.... for some reason. Either way, in short. don't fix what isn't broken also stealing is bad. 

    Everything else I haven't tried yet, or I'm overwhelmingly neutral on.

  15. On 2019-09-19 at 3:24 PM, (PS4)Quantaminum said:

    The RNG for Atmo Systems is broken.

    There's been so many threads complaining about this particular resource (but not the others).

    Just keep trying. You'll get it eventually. Maybe set a daily/weekly quota for bounties, so you don't get burn out.

    At least I'm not alone on this. hopefully this issue is addressed in the future.

  16. I have been unable to progress in the Vox Solaris syndicate because I have not been able to get a particular item needed to rank up to drop. I am aware of where to obtain it, but through what I can only imagine as awful luck, but this sort of thing should not be determined by RNG if this is the case.
    0jew5sD.png
    I need 10 atmo systems  10 Calda Toroids, and 250K credits. I am missing 6 atmo systems, and this is the item I am unable to obtain due to RNG.
    I think it's even more of a slap in the face that one rank later I am able to purchase them from Little Duck, which makes the fact that I have to give them to Little Duck in order to rank up at all even more confusing and frustrating.
    6jQv5V9.png
     I have tried repeating the second heist mission over and over again. they simply won't be awarded to me. I have been trying this off and on for months, before finally giving up a while ago.
    gupKFGW.png
    I've been doing phase 2, because it is the quickest. no matter which mission I pick, atmo systems are always uncommon. The worst part is, that even after I get them to drop once, I'll be missing one. which means I still need to get amo systems to drop 2 times.

    Personally I believe in a progress based system for a syndicate, an item that cannot be obtained through any other means besides random chance being required to progress in said system is the worst possible way to handle it. It creates a disparity in effort for a common goal. some people will have more than enough right away, and others, like me, will seemingly never be able to progress at all.

    It's not fun, it's lazy game design, and quite frankly I think DE can do better.

    It doesn't take a game design expert to figure out a way to either make atmo systems obtainable consistently at this stage (such as making them purchasable at rank 2) or replacing them with something else entirely (like the unique toroid that the profit taker always drops) 

    Either way, I think this issue is clear, and unique. no other syndicate has a progression snag like this. even when you are required to sacrifice prime parts, prime parts are tradable. Meanwhile the only way I can currently get atmo systems is through repeating the same handful of missions filled with enemies that bottleneck me into playing a tanky warframe. the sad thing is, these are only uncommon, yet because of the nature of rng, someone has to never obtain them, and that person is me. Other people have told me it's not that bad, because they DID get atmo systems. The only solution to the problem is to keep grinding and hope they drop, unless this changes.

    please, for the love of god, make that change happen. RNGrinding for the sake of progress does not belong in warframe.

  17. On 2019-07-23 at 10:36 PM, SeRialPiXel said:

    I think the 2nd and 3rd augments are waaaay to OP. Having an ability that counters nullifiers completely defeats the purpose of nullifiers. However I could see the 4th being acceptable and cool to implement.

    I don't think the ability to take away  nullifies' shield is an overpowered ability.  Despite Nullifiers having a unique ability, they aren't a huge crux to gameplay in the grand scheme of things. they serve mostly as counterplay to warframes with duration or health-based abilities (like rhino, nezha, harrow, etc.) Hildryn is not one one of these warframes. You could already argue she is a prime candidate to dispatch Nullifiers for the rest of her team. Even then, their bubbles aren't exactly hard to destroy. rapid fire weapons take care of them in no time, and high burst damage weapons can typically kill their drone in one shot. Beyond that this augment has a couple limitations when interacting with nullifiers. It takes the shield directly, and doesn't destroy the drone. Also this wouldn't completely destroy a bubble either, and I'm not making up BS on the spot either. Pillage takes a percentage of shields and armor based on power strength. this would also apply to nullifier shields. Meaning it would likely take 2-3 pillages to drain an entire nullifier shield. 

    At the end of the day, there's also already an augment for the Miter which takes out nullifier shields in 1 hit.

    as for her 3 augment.. well, considering it and all her other abilities drain shield, this augment mostly serves to prolong her capability to use said abilities. yes, you can deactivate it and use pillage, but without the augment you can already do that.. with the 3 ability active in fact. This augment is more useful in areas where pillage has less fruitful returns, such as low level areas, infested missions, and just anywhere there might be few enemies.  Also keep in mind toxin, and slash procs will still damage your health bar unless you have overshield. And in order to use her 2 to get rid of them, you need to deactivate her 3. This ability is in fact a double edged sword, and while it might let you face-tank for longer, it also makes it slightly more cumbersome to recover after the shield is gone, or when you have a slash or toxin proc.
     

  18. This has been a long standing issue for me, and has proven to be a legitimate problem for me several times in the past, and even now.
    why is there a huge randomize button right next to the back button?
    x7ynzIz.png
    I've accidentally hit it instead of the back button multiple times, resulting in the complete and utter ruining of my warframe, and equipment customization.
    I see no reason why this can't be in the same section as the randomize colors section. (This button could then be labeled 'Randomize All' instead of just 'Randomize') 
    I figure with the rise of overhauled interfaces that incorporate more (sometimes less) comprehensive, and stylistic design, it is a good time to bring up this issue. I hope the placement of this destructive button will be completely separated from the back button.
    Beyond that, an undo feature would be an amazing quality of life addition for those who use the customization features extensively I don't think anyone can disagree on that front. And if one exists, someone please tell me.

    Also, for anyone that will probably tell me "just press the escape key" I'm aware that the escape key will also work as the back button. but sometimes I press the back button anyways. and I'm willing to bet plenty of other people choose to press the back button instead of pressing the escape key too. "Why?" You might ask? Well maybe sometimes my mouse cursor is really close to the back button, maybe my other hand is off the keyboard, maybe I just like clicking the back button more than pressing the escape key, maybe for no reason at all, my brain just tells me to. Either way, this thread isn't a cry for a solution to this problem, this is a complaint out of principle. The interface is bad, and anyone that might tell me otherwise is being contrarian. There's no benefit to anyone by having a button that effectively undoes all your customization, right next to the button that allows you to leave the customization menu. The functions are completely unrelated, and have tragic consequences when paired together.
    So please, DE. Please separate them. 

  19. I think it's about time Hildryn got some augments, so I've come up with ideas for said augments. 4 in total, 1 for each ability.

    1: Burstfire (Balefire augment) 
    replaces the charging mechanic with a 3 round burst. it takes the same amount of shield as it does for an uncharged shot of the balefire charger. each of the 3 projectiles however deal 70% of an uncharged balefire shot's damage. (landing at least 2 will net more damage than a standard uncharged shot, so if used right it is still an overall damage upgrade) the fire button can be held for slow automatic fire like the Battacor.

    2: Null Pillage (Pillage augment)
    Shield Pillage will now steal nullifier bubbles. rather than adding the bubble health to your shield, it will instead give you the bubble you stole. this also works on isolater bursa bubbles. The bubbles you get do not replenish on their own, and require additional pillages to be replenished.

    3: Safe Haven (Haven augment)
    Hildryn's shield becomes invulnerable to damage while this ability is active. However, Pillage is unable to be cast while it is active. (any damage that bypasses shields will still directly damage hildryn's health, if she does not have overshield)

    4: War Storm (Aegis Storm augment)
    Allows you to use primary, and secondary weapons while using aegis storm, in addition to balefire charger. 


    I'm sure some people would be ready to punch numbers and figure out exact values that might make ideas like these balanced, but I didn't do that. I'm just someone that plays and enjoys hildryn, and wants to see things like this be her augments. none the less, I'm curious to see what other people might think, and what other people would want her augments to be.

  20. I think most people agree ember in her current form needs a rework. the nerf from a while back was uncalled for, and her abilities in their current form don't really play into each other all that well.

    I don't expect this thread to really go anywhere or do anything, it's just to put these change ideas out there.. so here's the ideas.

    her passive will be instead: 'ember regenerates 0.5 energy per second for every enemy lit on fire in her affinity range. does not work while abilities are being channeled.'

    her 1 would be the same as it is now, but the radius of the aoe would ramp up more when channeled.

    her 2 would be a channeled ability instead. It is a ring centralized around ember. all of ember's fire damage (from both weapons and abilities) is buffed for each enemy within the ring's radius that is on fire. all enemies within the ring will remain on fire perpetually until they die, or leave the ring. the ring itself will be half the radius of world on fire. 

    her 3 would also be a channeled ability. this ability will work much differently. instead of being a stationary fire ring, Ember engulfs herself in fire, providing armor in addition to the added fire damage, and lighting all enemies that come in contact with her on fire.

    Her 4 will function exactly as it did pre nerf. maybe with new visual effects.

    I don't know how good an all channeling ability warframe would work in practice, which is why I have nothing to offer for stats, but it would definitely work if done properly.
    The point is that utilizing all of ember's abilities at the same time is extremely expensive, but has very powerful synergy, but while she's not using her abilities she gets back energy very easily. her 1 as long as she has a little bit of energy will pay for itself and more if used correctly. her 2 in conjunction with her 4 semi-functions like how her 4 works now (but WAY better). Enemies within that radius are going to take grater damage from her 4, and the enemies damaged by her 4 within the radius that live further buffs her fire damage. her 3 exists to increase survivability, while also making her presence more destructive. also making it easier to feed her 2 ability which again in turn makes her 4 and 1 stronger.

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