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Behradmansouri

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Posts posted by Behradmansouri

  1. Because of the upcoming status rework I have one suggestion I would like to see iterated upon:

    Seeing that currently heat is the only primary element that's work using in any shape, I think it's best to first change its fellow primary elements before delving into the complicated realm that is secondary element. For that I suggest that we double down on the aspects of electric that makes it just a less committal version of gas.

    While both gas and electric roughly serve the same function of AOE status effect, electric requires half the mod slots to implement (courtesy of gas consisting of two elements)

    My proposed change is this: change the chain lightning effect from the electric procs to affect only one target in range, but the damage instance dealt to this secondary target is dealt immediately after the status proc itself and all of it in one go (all in one tick instead of over 6 seconds),  with the damage significantly improved to make up for the loss of TTK potential and more range to make it less likely that no valid target is in range for the chain lightning effect.

    And now we have gas and electric. Similar in intent but different in approach. Gas demands more commitment from the player. Two mod slots, enemy grouping tools and tactics, and patience; waiting for enemies to die. but it pays back in raw effectiveness. Electric needs only one mod slot however, doesn't need enemies to be standing close by, and is effective immediately, but lacks the punch that gas can provide when it's implemented properly.

    This dynamic also mirrors the one seen in heat and corrosive in the live game. Both reduce enemy armour, and while corrosive is dependant to fire rate and status chance, heat needs only 1 proc to start weakening the enemy considerably, but can never hope to reach the heights that corrosive can.

    Coincidentally, electric and gas can both be present on a weapon at the same time. Just like corrosive and heat.

  2. 1. A big part of the warframe buildcraft is the choice between element a player wants to include in their weapons. This choice however, is completely absent from the current railjack system.

    My suggestion is adding a system where players can repair, then "reverse engineer" any turret wreckage and learn the damage bonus it provides (aka the 60% elemental bonus or 60% fire rate bonus that a MKIII equipment gets) and then be able to swap a turrets damage bonus between all of the learned effects without any resourse cost. Of course this system is most useful when the turret bonus effect pool is expended to include at least all the damage types that is already included in that specific turret model, or at most every damage type that is in the game

    2. I suggest extending the component and turret bonuses that MKIII equipment get to all equipment regardless of their tier. Not only will this add a partial incentive for players not to skip engaging with the system until they have reached tier 3 proximal by making it worth their time, but its also more fun for a player that can start playing with meaningfully different equipment from the get go

    3. I suggested these two changes before on the main update thread but I'm speculative whether non-feedback threads are listened to for feedback, so I'll just repeat them here:

    3.1. Now that corrupted mods are getting rethinked, please buff the magnum force mod to 220% base damage so it can compete with hornet strike

    3.2. Buff hemorrhage and internal bleeding to 50%/100% from 35%/70% more of "feels better" suggestion than a "solid argument" one but whatever

     

  3. The rebalance that "creeping bullseye" and "critical delay" got was a very pleasant surprise and I urge you to also look to other less favoured weapon corrupted mods and give them a much needed numerical boost as well. For example, while "magnum force" was already buffed once after relase, it still is inconsistent with the base pistol damage mod, giving 165% base damage instead of 220%

     

    And speaking of reiterating on good ideas, I think that "hemorrhage" and it's rifle counterpart are not only a step in the right direction, but are also a good addition to the game in and of themselves, if only they were slightly changed to have their trigger chance changed to 100-50% instead of 70-35%. It just feels better having them be a reliable one-to-one impact to slash transmuter when you are doing everything right buildcraft wise. Feels better spending a mod slot on them too that way

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  4. Question: Can the matchmaking tools currently available be used to matchmake players that are playing "sequential content", and by that I mean special mission sets where starting the first one limits your ability to exit back to your ship until the entire set is completed (kinda like the war within missions where you can't access your ship while you board the fortress, but in multiplayer, and hopefully with matchmaking)

    the Idea came to me while thinking I was about whether or not steel path soties should be added to the game or not. I always approached this problem from the side of "just have 3 special conditions in each mission instead of one" but now I believe making it so that SP sorties (after they become a thing) could lock you out of going back to your orbiter and arsenal, so not only you have to plan forward and bring equipment that can clear all the 3 missions effectively, but also it would feel like you are completing covert, sensitive and top-secret operations.

    and if accessibility is concerned, we could make it so that if you do quit out in the middle of the mission set, although you would need to replay it from the start, you only need to complete normal length missions instead of augmented ones (5 waves instead of 10)

    but maybe that would encourage players into using dominant strategies every time without thinking about it, effectively hampering the amount of strategy that can be applied. But if the matchmaking can be tuned so that the above Idea could work, I think its worth giving a shot.

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  5. I think considering that compared to viral, magnetic damage has a much smaller use case, it would be a welcome addition if magnetic procs had the added functionality of disabling shield-gating for the affected enemy (if the shield is depleted while a magnetic status effect is burdening the target, the damage spillover becomes 100%, as if the shot had hit a weak point ). The change itself only increases your damage by a maximum of one trigger pull, but helps to better sell the fact to newer players that magnetic damage and procs, while ineffective at dispatching targets without shields, make up for it with exceptional efficacy against those who do. 

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