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qqchurch

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Posts posted by qqchurch

  1. I get an error message when trying to use it... maybe there is a trick?

     

    Tell me the trick cause it wont work for me...

     

    It seems pretty easy, Super Jump right when you're about to finish the wall-run. 

     

    JQI5FtI.png

     

    On another note, to expand on my earlier reply or rather, reiterate it: Super Jump is not necessarily amazing, nor is it a useless ability. It does it job, an enhancement to a simple movement skill (jumping) that can be taken to absurd levels when modded right (it can reach to 17m with Pendragon Helm, Focus and Blind Rage equipped). And for a simple effect, and only a simple effect, it's deserving enough for its 10 energy cost.

     

    Your suggestion might be sound if you had reasoned it enough. An increase cost of energy to 25 would be justifiable if there was an added effect like, to which many have already suggested, a heavy-impact effect on landing. Or maybe grant immunity to damage when 'casting'. Or augment the melee jump attack by a certain factor. 

     

    The idea of Super Jump being able to be cast mid-air is pretty odd and probably broken. You could literally change directions mid-air if that was added. The suggestion of subtracting a frame's normal jump height from SJ's jump is also pretty odd, do you intend for people to jump, then use Super Jump to be able to use it at its old height? It sounds more like an unnecessary nerf than anything really useful, but I guess being able to suddenly have superior aerial mobility would compensate for a small reduction in the distance.

     

    [Editing this in: You do know that Slash Dash with a Maximized Duration build can hit up to 25m in Dash distance and can be used while in the air, right? Just pointing this out if that's what you want out of an SJ being able to be used in air.]

     

    To be honest, though, Super Jump is fine as it is. As is all of Excalibur's abilities. Would some tweaking be nice to have? Of course, but it isn't like he particularly needs any tweaking right now. 

  2. Funnily enough, Hallowed Ground is eerily similar to a skill on a class I main in Dragon Nest (which is coincidentally a Priest), 

     

    http://www.youtube.com/watch?v=ALzsc2vZqgI

     

    Direct Link: http://www.youtube.com/watch?v=ALzsc2vZqgI

     

    http://www.youtube.com/watch?v=5a2KsP_Vl5c'>Smite, though, shares the same name on the Paladin class. Renewal has an equivalent in the Alchemist's Sacrifice, though that one is an AoE HoT that requires a, as the name implies, sacrifice of a summoned ai (though in terms of targetted HoT skills, the Medic in Global Agenda has a lot of those). Reckoning has an equivalent with a Sorceress 2nd-subclass' high level skill, Switch Gravity, where it lifts all mobs in the AoE three times then smashes them down.

     

    So, yeah. Out of Oberon's 4 abilities, only 1 doesn't fit my view as Paladin/Cleric-ish. Though 2 of them (HG and Renew) do have more Priest/Mystic-y connections.

     

    The profile video of Oberon does say that he's mystical, though, probably from his Druidic leanings. 

  3. ....dang, my Tenno Mace-Flail does just the opposite with the extended on normal attacks and retracted on charged, without the explosions. And with less clean art...

     

    I'm jealous, but I like your post. ;w;

     

    ...high-five? *reluctantly raises hand*

  4. Faction: Tenno
    Description: Grip-type: Mace/Flail. "Frangit"
     
    "There are times when the elegance of blades are set aside for the simple and raw crushing power of blunt weapons. The Frangit is capable of performing wide, sweeping strikes to stagger multiple foes at once. when fully extended; when retracted, it can allow a Tenno to focus its immense impact damage onto a single target, turning them into pulp with a powerful blow."
     
    Features:
    - Normal Attack: Extended Mode + Multiple Targets 
    - High Proc Chance to consistently trigger the Impact proc (Stagger) or a 100% stagger mechanic.
    - Low Crit chance
     
    - Charge Attack: Retracted Mode + Single Target
    - High Damage
    - High Crit chance
     
    - Slide Attack = Extended Mode -> Low Damage + Sure Knockdown (or at least a sure stagger) 
     
    - Stealth Attack: Extended Mode -> Spin the flail -> Nutshot from behind (at least for humanoid targets) 
     
    - Jump Attack: Stagger/Knockdown
     
    Funny thing was, last night I was thinking of making a Grineer Mace that had a Blast element-type on its charge attack, but I changed it into this a few hours ago; and then, lo and behold, when I checked this thread for new posts, someone beat me to the Exploding Grineer Mace idea (with better art, too!). It looked really cool though
     
    ALSO, WE HAVE A PALADIN FRAME COMING. IT'S INJUSTICE FOR A PALADIN TO BE IN A GAME WITHOUT A MACE (AND A SHIELD).
     
    Artwork:
     

    8v3HEM2.png

  5. I'm gonna point out that there's a min-max build where Trinity can use Blessing for 22-ish seconds for 25 energy. Now if you have 2 or more energy siphon users in the party, you can easily regain that 25 energy within the duration of the buff. 

     

    Perma-Blessing, ho!

     

    The only downside is party-wipe can occur during the casting for Blessing, but that's.... pretty much it. 

  6. And Tribes: Ascend was known for having some of the most boring automatic weapons in FPS.

    I can attest to that. Was bummed out that a game that was formerly focused on projectile explosives with only 2 hitscan guns (chaingun and beam-sniper thing) suddenly had these all these 'modern' weapons that pretty much overshadowed the old weapons in damage as long as you had low ping and decent aiming. Kinda sucked even more that the only point of those guns were to deal damage, no utility whatsoever. And the 'upgrades' of the weapons are pretty much stat variations from the older ones, pretty much blatant padding on the game's 'content'...

     

    ...kind of like what happening now. *shrugs*

     

    I'd love to see utility functions on weapons, to be honest. But then, based on track record, those would just be delegated to mod cards, which by now would have little or no space at all, especially if it doesn't contribute to DPS. 

  7. and ... I have none of those....

     

    Dual Vasto's yo.

     

    still, could be amusing to keep an eye on this thread, if for no other reason then to see how many people fail to read it and rage about the nerf anyway

     

    I'm actually amused at all of the threads that are popping up. I'm not even a fan of guns, or even shotguns, and suddenly there's so many people giving out shotgun facts; mostly related to falloff damage or 'how that gun can still kill even at x range'.

     

    Quite the learning experience, to be honest. 

  8. This... is a really nice thread. I'm not much for words, to be honest, but I love the concepts you've put up for everyone to see and it just gives me that small, small hope that this might get implemented. Then I get splashed by reality and I disappointedly realize that the chances of this ever being implemented properly, if at all, is... minuscule. It's damn depressing.

     

    +1 to you, kind sir, for the effort you've put.

  9. Actually this bares no discussion purpose in the first place we already know the unique weapons people are asking for will not happen because they would render Valkyr's, Vauban's, Ash's, and Ember's abilities useless. Plus we already know advanced weapons take a LONG time to make, but people here are practically asking for it to be rushed, or faster. As if they think these ideas are made by all the teams, but in reality it depends on the people making the animations, and putting together all the stuff so it is not OP, or clash with future, or current warframe abilities.

     

    It would be better off locked. Rather than continue on going.

     

    I can't seem to get this point, but okay. Previous post edited to add my reply to yours.

     

    Don't see people looking to rush these 'unique' weapons, though I guess it's a matter of perspective. I'm seeing people being discontented with the current mastery fodder and asking for more interesting weapons that have unique mechanics. 

     

    *shrug* It takes time, I get that, I guess. Might as well pass the time to make suggestions. Hmm.... 

  10. http://en.wikipedia.org/wiki/Nerve_agent#Biological_effects

     

     

     

    Initial symptoms following exposure to nerve agents (like sarin) are a runny nose, tightness in the chest, and constriction of the pupils. Soon after, the victim will then have difficulty breathing and will experience nausea and drooling. As the victim continues to lose control of their bodily functions, they will involuntarily salivate, lacrimate, urinate, defecate, and experience gastrointestinal pain and vomiting. Blisters and burning of the eyes and/or lungs may also occur.This phase is followed by initially myoclonic jerks followed by status epilepticus. Death then comes via complete respiratory depression, most likely via the excessive peripheral activity at the neuromuscular junction of the diaphragm.

     

    That sounds too long to happen in-game, tbh. Unless some space-ninja magic is used to boost up the effects.... not seeing much of a use for it. Maybe.... low on-hit damage projectile weapon that does a crazy DoT, like the old Acrid but non-stackable? Hmmm, bears some thinking I guess...

     

    On the other hand, this doesn't seem like a constructive discussion, and I think if this keeps going on (the tone and how Forcas replies; and how others would react), this might lead onto a lock. 

     

    Just to be that poor sap that tries to defuse an argument: Can we at least tone down the baiting and the biting? As entertaining as they are, they're not really helpful for the thread's health. 

     

    --

    Also:

     

     

    Someone who actually gets it! It does take away from the abilities. Things like grenades don't happen because Vauban would lose purpose in his Tesla, Scorpion whip doesn't happen because Valkyr has it as Grapple, Naplam gun doesn't happen because it would render Ember's fireball pointless.

     
    What about Glaive, though. Add Power Throw on it and it can clear a corridor of mobs. Excal's Slash Dash does the same thing, but it doesn't feel like it makes it pointless. Same with Miter.
     
    Kestrel/Obex/Kogake can ragdoll again (and before), same as Banshee's Sonic Boom (but it's AoE ragdoll) and Nekros Soul Punch (though it's hitscan), but the effect is the same, only different in range/application. 
     
    There doesn't really seem to be much weapons that emulate frame abilities, to be honest. Unless you want me to stretch it and compare Dread with Ash's Shuriken. Or base Synapse with Volt's Shock. Or, the obvious thing, Ignis and Ember. 
     
    I guess it's just me not really seeing your points. I mean, the Napalm's gun isn't exactly like Ember's fireball (AoE vs single target), Scorpion's whip doesn't do as much damage as Ripline (unless high levels) and only does knockdown not mobility increase, Tesla is more like a easily placed turret than a grenade. 
     
    What's really wrong with having weapons emulate frame abilities? I just really want a clear answer to that since some of you seems so gungho on this...
     
    And the topic is derail further, but eh.
  11. Would be nice if that Grineer Heat-Polearm/Hammer thing they showed in the recent Livestreams would have a large AoE fire-attack on its charge attack, or maybe even mixing in fire damage in some of the normal attacks. Not like the Deat Swords wherein the only instance of fire damage actually comes from its slam attack (I'm still really bummed out that HEAT swords don't even deal fire damage on normal attacks).

     

    That Flak-cannon/charge shotgun also seemed interesting, but apart from the lessened spread mechanic, it doesn't really seem to stand out. Maybe make the bullets ricochet like some other flak-cannons I know (Jedi Knight II: Jedi Outcast had that, I think). 

     

    In fact, Jedi Knight II: Jedi Outcast was actually a pretty fun game (for me at least). All of the weapons had an alternate fire mechanic, the E11 Blaster can shoot higher damage bullets at the cost of more ammo, the Wookie Bowcaster (energy crossbow) can charge up to fire 5 bolts in a horizontal spread or a ricocheting single strong bolt depending on which fire button you're charging with, or that repeater rifle that can be a suppressing mini-gun (like the Supra) or an AoE damage/cc weapon with its attached grenade launcher....

     

    ...it would be really nice to have more charge-type weapons with more interesting alternate fire mechanics, is what I'm trying to say. Or just more fun weapons than Corpus Assault Rifle (Dera), Grineer Assault Rifle (Grakata - more SMG I think, but meh), and Infeste- oh wait. 

     

    Maybe... semi-auto radiation/heat projectile pistol that has a charge-attack that can fire a strong hitscan beam of pure pain something at the cost of 1/4 or 1/2 its clip? 

     

    Or, a burst-fire dart gun that can... I dunno, fire tracking darts that can stick to a target for a small amount of damage and detonate for 2-3 times the on-hit damage 3-5 seconds later? Or maybe just induce 100% status proc when they explode? 

     

    Yeah, I guess I'm rambling. :v

     

    Might as well make a suggestion thread in weapon feedback while I'm at it.... not that I have the time between writing other things and just being lazy

     

    -

     

    Also, to anyone wondering about that grineer heat-polearm/hammer thing:

     

    eUxIZBX.png

     

    I remember Steve or one of the devs saying it has a 'cool' animation during its charge attack where the heat-source opens up and lets it do fire damage. Kind of hoping it becomes true, tbh.

     

    -

     

    Also, I don't get why the stand on letting weapons also do warframe ability-type effects? Is it because it diminishes the importance of our super space-ninja powers? That there would be a setup that actually makes several frames obsolete?

     

    That sounds... I dunno, dumb? I mean, for me, frame abilities feel separate from weapon effects. Kogake/Obex/Kestrel can knockdown/back mobs, but there doesn't seem to be Banshee's QQ-ing about them doing Sonic Boom's job (though I can also point out that the weapons are only single target while Boom actually has almost unlimited targeting). Glaive can shred a line of mobs, but Excal can also do that and noone seems to be saying that its removing his niche. 

     

    More examples of weapons with 'unique' effects making frame abilities obsolete? Let me think for a bit... nah I think I made my point. I mean, obviously there's gonna be a 'x weapon actually trivializes y frame ability' and I'll be pretty much 'oh, okay' since I'm not really invested much on this point of contention. 

     

    -

     

    I'm rambling again. I'm really not good for these types of things (forums) since I'll just ~drift away~ from my main point, so yeah. 

     

    Have fun~

  12. Can't really contribute much in the way of arguments, but as someone who is pretty much casual in the game, I love the fact that I can bring my MK1 to Pluto, so long as I mod it with Magnetic damage (I'd add Gas, but then I'd need to forma it...). Same goes for every other previously bullet-type weapons where they start falling off once you hit Lv40 or so with Grineer and Infested. 

     

    So... I guess the point of this thread is that DE borked with the stat-scaling on mooks in the infinite-scaling mission types?

  13. I haven't done Alad V since I got all 3 parts for Valkyr, which was before the update, but I usually use Excal's Super Jump when I get hit by Alad's Blind or Zanuka's slowball. By the time I'm in the air, the effects would've worn off. Have they changed the duration of both? ._.

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