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Kingsmount

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Posts posted by Kingsmount

  1. Why does the narrative act like Circulus is so special when it's just another generic Lua map with basically a normal survival?   It made it sound like it'd be a new location,  meriting its own "Deep Lua" tileset or something, and the previous node could be a normal lua node that merges into the new tileset with "Deep Lua" tiles placed at the end of it.

    As it stands, Thrax feel like they have a coinflip odds of actually spawning.   I had one run where no Thrax spawned until the 20 minute mark.

    I would hope that more could be done with the game mode,   do something with Life Support the way the Thrax interact with the Exolizers in Void Cascade, they should interact with Life Support.   Have them appear every minute or so and they seek out Life Support to corrupt them into some kinda void hole that drains your life support, instead of passively draining life support by existing.    Cleanse them with operator.    Make it feel a little more like void cascade mixed with survival in a way,  void cascade is fun.   

    Maybe even make killing thrax and cleansing stations the only way to gain life support instead of it being a normal survival, perhaps on top of recharging by being in the field of the ghost guy, who also cleanses stations he stops at. 

    Throw in Void Fissures to make it a kind of permanent fissure node you can rely on instead of whatever is randomly selected for the day.

    Could include Worm better by having Kuva Guardians and gremlins spawn every now and then as well who carry life support (being Grineer).  Maybe even a particular tile that is especially open with a big crack in the ceiling with Gineer breaching machinery where a Thumper was released so its shockwaves can disturb circulus. 

     

    I hope it gets updated,  just because it was released like this doesn't mean it needs to stay that way.   A whole lot more could have been done on this.   Pretty big let down as it stands, though it's not a bad update.  Just... over hyped / over dramatized.  

  2. There are several bundles I'll never buy, because I accidentally or chose to buy some individual part that is included in the bundle separately.  In one instance for example, I INTENDED to buy the bundle but had a bit of a brain slip and bought the individual skin instead of the bundle-  Now I'll NEVER buy that bundle and obtain those other parts.

    Because there is no way in hell I'm wasting scarce plat (I'm no good at earning plat, trades are a pain even with the market, unless I have anything worth at least 30+ p per sale, which I probably do but I there is no way to convey that information without having perfect memory or going through and searching everything), on buying a bundle I already have parts of when there is no legitimate discount subtracting that price from the bundle.   And that goes doubly so for if I deign to buy plat, which I used to have 100$ saved for if I ever got a 75% discount- But I've never gotten one, in years, ffs.  Now I don't, and honestly DE these days don't have that goodwill anymore to make that feel like a comfortable purchase anyway. 

  3. On 2019-04-17 at 3:52 PM, OnzaFTW said:

    Like for reals , take the bunny ears whenever you want but leave the easter egg ephemera 

    Please

    😞

      

    On 2021-03-31 at 4:09 PM, (XBOX)rattlesnake2443 said:

    I really like them and if they were left in the game id be fine with it I mean its not immersion breaking to have a hot pink titania prime so why not some bunny ears and eggs

     

    Happens every year, people ask every year.  DE won't, because they hate fun. 

    We can have wings, bats, and spider web ephemeras.  I don't see why we can't have eggs and bunny ears, mustaches, or pumpkin heads.   Pumpkin heads are actually great for hiding the faces of frames with bad/dumb helmets.   And the mustaches can really complete a look. 

  4. 1 minute ago, SpaceWalker0109 said:

    I've never played Risk of Rain 2, But I have heard good things about it.

    I do relate to feeling where you want to play but can't due to lack of meaningful rewards.

    I feel that making Rewards is hard because you as a developer, Have to make players stronger without powercreep.

    Several games however have struck a fine balance between power and difficulty but Warframe is a very strange game which amalgamates several types of gameplay into one, Games like Risk of Rain 2 can be a good example but I feel cannot be the only example.

    You have a very good point tho.

     

     

     

     

     

    Risk of Rain 2 is the basis because it handles balance well, though not in a way that is directly translatable to Warframe, however the main reason it's the context here are for the reasons that are translatable:

    A) Endless vs Endless.   How either game handles endless content.  But why Warframe feels like a chore after 10 minutes vs why RoR2 effortlessly makes 2 hours disappear. 

    B) Power Fantasy vs Power Fantasy.  How either game incorporates the power fantasy and still provides challenge.  RoR2 is Diablo-esque in that you butcher hoards of enemies but you can slip up and get spanked, and there are bosses. 

    C) Characters with abilities.  Warframe definitely has a big advantage here with the large roster of "characters" and abilities.  Problem is with the way Warframe is, only a handful are usable in endless content. 

    D) General gameplay 'beats' that Warframe could benefit from adapting to compare to, in endless modes.  This is more subjective, or at least harder to express.  You'd have to "feel" the difference for yourself to understand it, I think.    

    I think it'd be easiest to incorporate more things into an ESO-like gamemode, but with larger levels and get rid of efficiency. Make each Efficiency collectable a reward that drops for everyone.  Add a secondary level scaling where within any given level the difficulty ramps up, then drops off again at the start of the next to ramp up again, but staggering upwards with a slope still, just a jagged slope. 

     

    • Like 2
  5. Warframe has a half of an idea in seeming to want players to be able to play for hours long runs, while on the other hand simultaneously denying them by removing any and all incentive to do so.  Combined with another problem... Warframe just isn't very fun when it's dragged out.   10 minutes in a Warframe mission feels like an hour in Risk of Rain 2.  In Risk of Rain 2,  2 hours pass in the blink of an eye, effortlessly.   Warframe is constantly trying to strong-arm you into dragging out more playtime by force, via extremely heavy and over the top grind where it's pointless to grind a lot of new content, in favor of instead grinding platinum.  For example, an afternoon grinding relics and trading,  or 4 weeks grinding an awful game mode (Normal Sanctuary Onslaught, Elite is alright.) for Khora.  With the added factor that excess plat you make still can also go towards other plat purchases you can't earn ingame the same way at all.  (Which doesn't really make any sense- Plat should be a possible drop elsewhere as well, it only makes everything feel like it competes for your time with relics.  Or at least,  more sellable drops should be possibilities outside of relics.).

    But in Risk of Rain 2,  you keep playing because you want to keep playing and every minute feels valuable wit ha positive reward structure instead of the near absence of one at all, or sometimes negative reward structures (Suiciding into liches for example, and the damn Nullifiers).   Combine that with the power fantasy element.  Warframe again has two minds,  it simultaneously wants to be ""Challenging"" while being a power fantasy by mixing cannonfodder in with bs that directly cripples players or has slapped on immunities.  In Risk of Rain, it's understood that you're supposed to become powerful, and it's a matter of endurance, and then end of level bosses.

    I can't fully describe it.

    Which is why, I unironically, with no maliciousness or any spite,  seriously without hyperbole... think everyone at DE should play some Risk of Rain 2, to feel for themselves the experience of the game and see what core design concepts they can be inspired by to strengthen Warframe's own experience.   Because as much as I love Warframe,  and I often find myself wishing I were playing Warframe instead, but with that level of engagement and similar elements,  Risk of Rain is my new siren.  Warframe feels like an abusive relationship that keeps manipulating me into staying, largely on the promise of past history. I don't want to jump ship, I want to see Warframe get better.

    I'm not attacking Warframe, I'm inviting it to improve in areas that have always been lacking and that tons of players complain about the lack of content and direction (Late game content,  Endless gameplay).  It's an open area long in need of improvements that doesn't seem to have any inspiration for how to address it.

    So, I say (to DE)-   Give Risk of Rain 2 a try, as a muse to give inspiration on how you might adapt things to improve lategame and endless content.  I genuinely believe that it would be very healthy to the Warframe if DE were to play it, causing some shifts in perspectives and demonstrating a game that nails the endless gameplay loop when Warframe's own endless loop feels like it's been under construction this whole time, on pause waiting for ideas on how to move forward with it.  So I'm just genuinely suggesting what I believe would be the perfect source of inspiration and motivation, for Warframe's sake, I'm not trying to divert attention or players away from Warframe by name dropping another game here, in fact the opposite in that I believe that the subsequent improvements to the game and perhaps even reinvigorated dev spirits would bring in more players and revitalize old playersBecause at the end of the day, I keep thinking I want to play Warframe, but feeling no motivation to actually do so.  Like craving pizza, but you don't have pizza... I simply don't really enjoy the game as-is anymore after having reached what is effectively endgame (Sortie grind, Arbitrations, Endless, and basically just raw grind), as it feels like priorities have been shifting towards monetization instead of a fun game.  I hope for the best.

    • Like 3
  6. "Face" is actually "Body" too.  Or more like every face is also attached to a sex, a feminine or masculine body.

    Check it out yourself, click through the different faces.  They're roughly sorted by sex.

     

    But here's to hoping for better character creation when Duviri gets released.  (DE, take a long hard look at how Eastern games handle it.  Look at Code Vein and Black Desert in particular.  I'm actually playing Black Desert right now after taking a break from Warframe...)

    • Like 2
  7. On 2020-01-28 at 10:02 PM, (XB1)UpgradeAcorn989 said:

    when you say vulcan I immdieatly think of the Warhammer Primarch Vulcan, you know

    this one 

    Image result for vulkan warhammer

    although the proposal of a rocket themed frame doesnt seem to bad honestly, the abilities do seem a bit OP but im sure that will be figured out in time

    this is a legitimatly good proposel and I hop DE take a look at it

    Just my 2 cents tho

     

    Not sure why people say something is overpowered or not when I've given no numbers.  It could be completely useless with low numbers,  or anything could be overpowered with high numbers.

    I don't like giving numbers with my suggestions usually, because they're the primary point of balancing something and should be fine tuned when being implemented. 

    It's hard to balance numbers when you aren't working with it directly. 

    I can also see how he might be terrible against important enemies.  The enemies with weak points, or enemies that can't be grabbed by the meteor rush.    And his Rage mechanic wouldn't work well against single enemies, relying on building up stacks prior to the fight, and then fading over the course of the fight unless there's still a normal flow of cannonfodder enemies, but most boss fights are single enemies sometimes with a few adds.

     

    But yeah thanks.   A whole lot of his fun would be in sound and animation design for his movements and effects, in ways to emphasize "power", "Momentum", "strength".   Visceral and kinetic.  Probably something I can imagine the sound guys and the animators having fun with.

     

      

    On 2020-01-28 at 2:46 PM, Lukarith said:

    You could give him an augment for quad damage on health orb pickups. 

     

    Lot of cool augment possibilities with this.

    MIRV rockets,  Napalm.   Altering the cannon to be more of a gatling gun.

    Rage augments that might alter the method of acquiring or losing rage.

    Augments that alter Meteor Rush to focus more on grabbing and throwing people, or changing it to be of a bulldozer with a wider path,  or changing it so the dash is more focused but chains between multiple enemies, grabbing each along the way so you have a growing ball of enemies over your shoulder and you chuck them all at once at the end of it. 

    Shieldwall augments altering it so each shield segment (I imagine it having a visual appearance of a literal shieldwall) explodes outward like a claymore if you fire a rocket into the wall.

     

      

    On 2020-01-28 at 12:14 PM, HugintheCrow said:

    EDIT: OP tried to appease me with some lies and claimed they couldn't find source.

    I found it within 2 google searches.

    Source: Kekai Kotaki, a concept art for Guild Wars 2.

    Shameful, really shameful to try and use someone's art without even linking to the real autor. Adn then lie about not being able to find it.

     

    Shove off, wtf.  That's a wild and hostile assumption to make just because you were able to find it, and then instead of politely presenting the credits you were able to find you go straight to verbally assaulting me. 

    That kind of overt toxicity helps nobody.

  8. 56 minutes ago, [DE]Rebecca said:

    This in particular is being fixed next Hotfix, which hopefully solves one of the biggest problems with the cannon!

    I hope "Fix" means "Giving it infinite punch through" to properly make sure the problem never happens, rather than just shrinking the hitboxes.   The giant main cannon needs to have punch through regardless.  Even through asteroids.   Needs a damage buff too, it's almost never worth using.  The time it takes to switch to the artillery seat, aim, charge, fire,  isn't significantly faster than teleporting to slingshot, launching yourself, and popping the reactor, teleporting back.   And popping the reactor is guaranteed to kill it.  An artillery shot isn't.  And you can get more affinity from killing grunts along the way.

     

    Otherwise it will still feel like a limp noodle like it does now.

  9. 5 hours ago, HugintheCrow said:

    Which means it's not yours, right?

    In which case you're currently breaching ownership rights, and should at least provide the name of the creator as well as a direct link to the art on one of the artists websites/profiles.

    "I found it on google image" is not attribution.

     

    Not exactly how that works.  Noncommercial, not business,  no money being made anywhere, a random image widely spread on the internet for a decade, good luck finding an owner if you tried- which I did.  Entirely fair use, normal sharing of an image straight up stated as not even being what is described but an evocative image to depict the nature of what is being talked about.

    But yes I do completely agree you should name artists and link what you can and I have directly contacted artists in the past to ask if I could use this or that piece of art as a header for far more serious creations than this random idea I tossed out to the forum.  Genzoman for example is really cool about these sorts of things,  or at least he was that one time I asked for a project something like 8 years ago.

     

    This image in particular however,  has been around the internet for a very long time with 35 pages of TinEye results, almost all of them free wallpaper sites, random people's accounts where they used it as a banner or avatar,  used it for fanmade magic cards,  ect.

    It definitely still shouldn't be monetized,  but it's definitely within fair internet use to throw it up as a "Hey, look at this image.  This is kind of evocative of what I mean.".  And I didn't even embed the image, I just linked it and the forum automatically displays them itself.

  10. If you don't have both at the same time then it just becomes a detriment,  nobody wants to be pushed into a longer animation.  Both together work to alter the flow of movement and critically increases the momentum and sense of action.

    Shieldwall is important as the original title was "An Artillery Frame".   Shieldwall establishes two important thematic traces:  A) A literal bunker for you to safely charge your cannon otherwise it'd be impractical to ever use, otherwise his main survivability stems from trying to chain kills while in Rage Mode creating a dynamic between bunkering for artillery every now and then, and staying very mobile from kill to kill, which itself is evocative of a soldier going from trench to trench, foxhole to foxhole, but Vulcan creates his own bunker when he wants it.   And B) A Spartan shieldwall,  aiming for a god of war aspect, an avatar of warfare.

     

    They're thought through and aren't random.  The only thing I don't give are numbers,  because numbers were where balance gets fine tuned.

  11. a0RuOJF.png

    *Visual Inspiration only, to direct your imagination.  KEKAI KOTAKI

    PassiveRocket Boost.  Movements (Jump, Dash) travel 50% further and twice as fast.

    Fourth: Exalted Cannon.   A giant shoulder hefted cannon.   m1 fires a large rocket with a 15 meter explosive  warhead.  Leaves a field that applies radiation procs to enemies with base radiation damage.  The field can also apply other statuses of elements modded onto it.    m2 causes a circular targeting indicator to appear on the ground where aiming.   Firing while holding m2 launches a micromissile swarm to bombard the area.   This could come from some nebulous other place,  or Vulcan can have Portal themes.  The cannon can drop on on a portal,  and m2 can have a mortar-like artillery firing animation,  and if the missiles encounter a surface (like a ceiling) prior to reaching the target, they appear to travel through a portal to reappear on the nearest surface above the target area to rain out from it.  Alt Fire would lock the frame in place in a braced stance as the cannon charges up the next m1 shot, building up damage over time.  Could also add incoming damage taken to the shot on top of the base linear charge up scaling. This charge up could also increase the explosion radius.   Also works with M2's missile barrage.    A charged M2 barrage continues to rain the missile barrage proportional to the time spent charging, and you can move the missile barrage by holding M1.

    Third: Shieldwall.   Create a barrier of interlocking shields in front of Vulcan.  Roughly twice as tall as the warframe,  and 3 times that for its width.  The shieldwall is invulnerable to damage for the first x seconds, during which time it absorbs damage to add to its end health.  Holding activation braces Vulcan and charges the shield before hand, during which time he has damage resistance (Or invulnerability) and contributes incoming damage to the shieldwall as well,  but more importantly allows the placement of a wider and taller shieldwall.   When placed,  it also adds/restores shields to nearby allies.   Firing an m1 rocket through the shieldwall will break off a shield from the shieldwall along its path,  carrying that shield in front of it.  Still functional in intercepting incoming projectiles, but adding damage to the rocket equal to a portion of that shield's remaining health.   The hole remains in the shieldwall.  Holes in the shieldwall can be patched by holding Shieldwall and walking through the shieldwall.

    Second: Rage.  A channeled mode.  Red tint to outer edge of camera.  While in Rage,  kills all drop health orbs and grant stacking armor and max health.  Stacked armor and max health deteriorates over time spent outside of rage.  Amount scales with strength and the health of the enemy slain. Deterioration rate is reduced by duration.  While in rage, you deal increased weapon and ability damage that quickly deteriorates, reset by kills.     The energy cost increases over time, reset by getting kills.    The longer the ability remains active, the more health and armor is gained from kills, cap increases, and the more you heal from health orbs.  Any kill in Rage Mode has a chance to drop Heavy Weapon ammunition.  While in Rage Mode and using Meteor Rush, a grabbed enemy has a +20% chance to drop an energy orb at the end of the movement.  If it doesn't drop it at the end of the movement, this chance can be retried by throwing them, and on that enemy's death.

    FirstMeteor Rush.  An explosive rocket powered charge in a given direction dealing blast damage to nearby enemies along the path of movement.  Directly hitting the first enemy along your path of movement grabs them by the head, lifting them up and using them to bash other enemies that cross your path along the dash.  They and each subsequent enemy take damage from these collisions, on top of the rocket damage aura.   At the end of the dash if you are still holding the ability,  you can throw them in the direction of your cursor by letting go of the ability.   While in air from this, they take increased damage from all sources and if killed while in air or on impact, they explode.   Using Meteor Rush while Exalted Cannon is equipped increases the speed, distance, and damages.  Visually the cannon is gripped underarm and emits a short jet of flame, contributing the rocket powered momentum.   If Meteor Rush is used in midair facing the ground, it instead becomes a slam attack with a cratering visual that causes finisher damage on enemies directly hit.   Meteor Rush is a psuedo-exalted ability increasing its damages based on your equipped melee weapon. (Aura rocket, grab collision and thrown damage, and slam damage). 

     

  12. 10 hours ago, Cobalt313 said:

    I was more pointing out that there was enough precedent to make something this possible with normal in-game weapon classifications, types, and mechanics without having to go completely novel and make an entirely new weapon category that occupies both primary and secondary slot etc.  I did express an interest in seeing more "hand-cast" type weapons from the beginning, if you may recall, as I still appreciated the aesthetic while expressing reluctance to deviate arbitrarily from current game mechanics.

    Basically my argument was less "We don't need Gauss, we already have a fast Frame" and more "Why bother going through the trouble making this gear item and whole new mechanic to let Volt turn into 'Gauss Mode' with all-new abilities, when one could just simply let 'Gauss' be its own regular standalone Warframe without needing to introduce anything more complicated than that passive speed gauge you mentioned?"


    Weapons with alt-fires have precedent. Animations and mechanics for weapons skinned like they're being thrown or cast from your hands has precedent. Elemental weapons have precedent. Why not combine all these together to make something like what you want without needing to defy convention for no good reason?

     

    I see.  Yeah you expressed interest but it came across as dismissive, like said gauss-volt situation.  Or some people who were legitimately saying that Odalisk sounds dumb because Mirage and Vauban exist.

     

    And I'm still confused now,  you still sound dismissive while sounding like you're saying you're not being dismissive.  You sound like you're both agreeing and disagreeing.  It still sounds like you're making the Gauss-Odalisk argument. 

    That all sounds like reasons for why this should exist.  And of course it should exist, it'd clearly distinct and an unused niche.  The only reason not to,  is dev time.  But maybe devs should be adding something like this instead of that pointless UI rework that has Reddit in an uproar. 

     

     

    As a player that plays Warframe for the abilities and is always drawn more towards caster themes,  a set of Power weapons would fix a huge problem I have with warframe in that damage Abilities are overwhelmingly useless more often than not and the game pushes hard in the direction of weapons.   So making ability-flavored weapons,  a standard in any ability/magic/powers games (Such as caster classes in a game where you select a caster).   Mechanically it's a weapon.  Visually it looks like your frame is doing something themselves instead of relying on an external tool.

    It would do a whole lot in fixing my discontent with the reliance on weapons, while not actually even doing anything different- Just a new type of weapon.

     

  13. 23 minutes ago, Cobalt313 said:


    Pyroclasim is basically just a fire-element Staticor.


    Glaciazor is a Gammacor with Ice element beam primary and an AOE spray secondary.

    Electrapture sounds like Amprex with a different design, though I'll admit its alt-fire sounds unique unless it just becomes a sort of grenade projectile.

    Viraproxal is Embolist with primary fire and a chaining Ogris with Adhesive mod on its secondary. With a dash of Saryn's first ability for flavor.


    I mean, I'll admit these would look cool, but honestly they just feel like they arbitrarily cross lines between game mechanics (Primary weapon, Secondary weapon, Warframe ability, etc) for the sole sake of being contrarian and looking cool doing it.


    I honestly wouldn't mind seeing more Arm Cannon or Staticor-type weapons or skins with elemental themes evocative of casting magic, but honestly I don't see the point of making them take more weapon slots or trying to infringe upon the territory of Warframe abilities, particularly when there are Frames that can believably rely primarily on cast abilities for combat with a little Energy Efficiency building. It's not bad, it just feels like it stopped being thought through entirely at trying to be "cool".

     

    Not at all.

    Only superficially in that its a beam.

    Only superficially in that its electric.  It's more like a Bow,  but electricity and without an arc but a finite range.

    And another no, only superficially in that its a cloud.  The point here is actually a slow firing wide burst, perhaps more in line with the Corinth alt fire but in a cone shape right in front of the frame, very short range (Though the cloud might linger and slowly move forward to compensate).

    And then the secondary fires further provide a lot more room for intrigue.

     

    Your arguments are similar to saying we shouldn't have gotten Gauss because Volt is already fast, which I needn't say is highly reductive and not true.

  14. I think there's a weapon type that's missing from the game.    I think "Power" weapons would greatly benefit the game.  What do I mean by "Power weapons"?  Well I'll go straight to examples:

    Example power weapons:

    Pyroclasm:  While in use, the frames hands are on fire,  they throw fire as their M1 projectiles.   Alt Fire is a larger explosive fireball.

    Glaciazor:  While in use, the frames hands have a cold cloud about them.  They have a freezing ray as their M1.  Alt fire is a large cone of freezing hail.

    Electrapture:  While in use, the frames hands crackle with electricity.  They release charged bursts of chain lightning on M1.  Alt fire is a cylindrical localized thunderbolt.

    Virapoxal:  While in use, the frames hand drip with a viral acid.  They release a conical cloud puff of toxic pathogens on M1.  Alt fire is a pandemic cloud of toxins that have an aura around all effected enemies, spreading to new enemies that get in range of them.

     

    Why? Well for one, it's thematic and a type of "weapon" we don't have.  For two, this would allow players who like to focus on more "Ability" or "Caster" themes to be able to utilize weapons without intruding on their flow or desired flavor, using ability themed weapons.

    Bonus: They could be BOTH Primary AND Secondary.  You equip one in your primary, and you can equip another in your secondary.  Doing so changes the element to radiation/corrosive/viral/magnetic,  using the projectiles and effects of the primary and doubling the ammo.  (to be clear: They merge and act as one weapon).

  15. Of course she's strong, for sure. But not blatantly stronger than quite a handful of frames.  But she's literally made for that environment, and Sanctuary Onslaught.  That's like getting upset that a Shark is too strong vs Wolves,  in water.  That an Ax is more effective at chopping wood than a sword.

    Meanwhile you almost never see Saryns outside of ESO, and not even overly common in defense.

  16. I would make a new weapon type:  "Power" weapons.   

    Example power weapons:

    Pyroclasm:  While in use, the frames hands are on fire,  they throw fire as their M1 projectiles.   Alt Fire is a larger explosive fireball.

    Glaciazor:  While in use, the frames hands have a cold cloud about them.  They have a freezing ray as their M1.  Alt fire is a large cone of freezing hail.

    Electrapture:  While in use, the frames hands crackle with electricity.  They release charged bursts of chain lightning on M1.  Alt fire is a cylindrical localized thunderbolt.

    Virapoxal:  While in use, the frames hand drip with a viral acid.  They release a conical cloud puff of toxic pathogens on M1.  Alt fire is a pandemic cloud of toxins that have an aura around all effected enemies, spreading to new enemies that get in range of them.

     

     

    This would allow players who like to focus on more "Ability" or "Caster" themes to be able to utilize weapons without intruding on their flow or desired flavor, using ability themed weapons.

    Bonus: They could be BOTH Primary AND Secondary.  You equip one in your primary, and you can equip another in your secondary.  Doing so changes the element to radiation/corrosive/viral/magnetic,  using the projectiles and effects of the primary and doubling the ammo.  (to be clear: They merge and act as one weapon).

     

     

    I'd also make "Heavy Scythes".

  17. 10 hours ago, budderchew said:

    Anyway...

    I noticed that status immunity was absent from any of her abilities, was there any specific reason why, or was it just forgotten?

    If it was just forgotten, it would be nice to add it to her 1st ability, either with the same 16s base duration when you pass into a certain range of the lantern, or as a bonus effect for ally/self cast (that lasts as long as the ally/self cast lasts). Status immunity is a great bonus effect, and was the only reason I ever cast her current first ability.

    It wasn't forgotten,  I just wasn't sure the utility of it and rarely see people mention it, so it just didn't make the cut into the new lantern.

    But yeah, noted.  Thanks for bringing it up,  I think it's a very fitting effect to work into Tribute,  to add to or replace one of Tribute's buffs.

     

    5 hours ago, zhellon said:

    Tribute buffs still need to be updated. TS said it might be the same effects, but the effects are pretty weak.For example, Thorns is now OK, because it has a double effect-it reflects damage and resists damage. (Although the reflection should be increased)

    This can be done like this:

    1) Thorns - More damage reflection, that's OK. 

    2) Dust-status resist and disarm opponents. This will be much stronger than the current decrease in accuracy. It also works for companions and razorfly.

    3) Entangle-additional ice damage + guaranteed ice status for warframe and companion, including razorfly. You can also play a lot with this, given that the ice status slows down not only the enemy, but also extends the duration of other statuses. If add a guaranteed slash for razorfly, it will be a bit of an OP. But the only problem is, I wouldn't want it to be combined with other statuses. For example, I would like to leave the fire. But if DE buff ice is very good, it wouldn't be bad.

    4) Full Moon - Additional survival of companions, including razorfly.

     

     

     

    Yeah like this.

    I didn't touch the Tribute buffs at all,  because they're a great point for fine-tuning her effectiveness now that Titania can actually properly use the buffs via Archgates instead of the specific enemy dependence.  So I wasn't sure how much better or not Titania's existing buffs would be now that you'd be able to use them reliably.    And because not gonna lie,  I rarely use Tribute due to that, so I didn't have a solid baseline for how effective or not her buffs already were.

     

     

    Edit: Oh hey, my avatar/glyph finally updated.  It's only been like a month.

  18. I didn't realize how critical and subject of discussion splitting Razorwing would be when I made the topic,  so I updated the topics title to reflect the change.  Maybe more people will take notice with the title change.

    Splitting Razorwing just felt more like common sense to me and I didn't second guess it or think twice about it.  But it's pretty important and seems to spark a good bit of interest.

     

    How about the changes to 1 and 2 though?

    I've seen quite a few topics or offhand comments about how a number of people wish there were better controls for the razorflies AI,  which I addressed here with this.  The 1 serving as both the spawner and the targeting/command indicator for directing Razorfly AI.   Plus significant increase to effectiveness by making it scale based off the enemies, so you have scaling razorfly health and more importantly scaling razorfly damage.   Depending on the numbers and percentages used,  this could potentially be a very effective shredder ability.  But then following the theme of how I like to encourage playstyle diversity,  it also can be a very effective defensive ability emulating the Amesha 1 if you instead choose to use it that way instead of using it offensively.  With a middleground even, used simply by how you choose to direct the razorflies with the 1 between enemies, allies, or both,  or used more selfishly as a personal survivability buff which is also fair and totally on the table.

     

    The new 2, archgates,  similarly has a lot of potential comparable to Wisp Reservoirs,  with the added novelty of meme shenanigans (setting up race courses,   or just passive novelty in allies following you jumping through the gates you leave in your wake as you use them while on the move.    The utility of being able to reapply the buffs without having to recast the ability, and the utility of using them as shield walls defensively or even just for a moment when in a tight spot while doubling as its duration, health based instead of a timer.  So you have a tactical decision to place the gates out of harms way,  or in harms way defensively.

     

    edit:

     

      

    4 minutes ago, (XB1)GearsMatrix301 said:

    There’s nothing to fix. RazorWing is a perfectly fine ability that doesn’t need to be screwed with.

    wasting time and effort to split the flying and weapons apart isn’t beneficial when that could be time and effort spent on actually giving Titania a good 1-3.

     

    Yes there is, and yes it is, but it can be better.   As you should be able to plainly see in how you're in the minority here.   Splitting it would take barley any effort on DE's part in comparison, not requiring any new animations or design conceptualization.  So that's a mute point.  And as I said, for the player themselves it's not even an inconvenience to just tap the button a second time and could easily in fact be FASTER to deploy than it currently is with its longish animations.  meanwhile the benefits are staggering.

    And as it should be plain to see,  reworking the 1-3 is a huge core focus of this topic.

  19. 38 minutes ago, (XB1)GearsMatrix301 said:

    and those people are wrong. Because there’s zero reason to split one ability into two abilities when players are literally just going to use those two abilities together anyways. Which again just wastes an ability slot for something that’s actually practical.

     

    That is a very shallow argument that could be said for a lot of other warframes and their abilities.   Most frames have useless basically nonexistant abilities regardless,  and Titania had 3 abilities that felt like the same thing before.  I fixed those three into two distinct very useable, effective, and fun abilities, and used that space that gave to split Razorwing in a way that provides a huge amount of playstyle diversity and tactical utility.

    The issue then is whether it should be a separate ability or not.  Whether or not you should split razorwing is essentially not up for debate, it's necessary for Titania to achieve full potential.  So the argument shifts to whether or not it should be a function of the same ability, as we've discussed in this topic already,  the option to Tap to change forms and Hold to use the exalted weapons and start the channeling cost associated.  Which combined with changing Razorwing to be an instant or near instant transition could be incredibly fun,  like Antman and the Wasp in those movies, how they pop in and out of their sizes instantly.   That also means that if you purely want to use Razorwing the way it is currently, you just hold to Exalt your weapons, and tap to seamlessly move along with very little difference and realistically no inconvenience or change of pace than the way it is now with its delay,  meanwhile you'd have a lot more options.  Even before considering the other abilities. 

     

    In an above comment I provided my suggestion for what the new 3 would be in that case,  the tap-hold case.  I'll include it in the original post too as soon as I hit submit on this.

    • Like 1
  20. 4 hours ago, (XB1)GearsMatrix301 said:

    Fix what’s actually broken.

    I did.

    >Splitting razor wing into 2 different abilities is just wasting a slot that could be better used for an actual new ability.

    Like how Titania as she currently is has three abilities that feel like the same thing?  Which I fixed into two properly functioning and engaging abilities, and *then* separated Razorwing into one Semi-Passive toggle effect (Ala Ember heat or Equinox form change) and then the exalted weapons,  which doing so provides much needed playstyle choice and player options.

    Another reason for this is that her new 1 and 2 would be pretty reasonably strong, and no frame has EVERY ability being good.  So I don't want to test fate too much.  I mean, not like DE will probably ever even see this let alone consider it unfortunately, but hey, got to keep up the illusion of hope.  I did also suggest in another comment that it could be possible to straight up make the flight her passive,  double tap space to enter and exit.  

    In a way you can think of it not as wasting an ability slot, but sacrificing some power in this area to compensate for a stronger 1 and 2.  Effectively not having a 3, instead having the split Razorwing.  Which would be frequently used by most players anyway, and better than some frames that just outright might as well not have an ability or two, sometimes three.  

     

    However.

    @Pixzia has a great answer with making both effects part of the one 4th ability,  tap/hold for Flight or Exalted weapons.  Tapping to change forms could also allow very quick seamless transitions, very quickly popping in and out of the fairy form, kind of like AntMan and the Wasp do.  I love the idea of it.  Then Hold to pull out and channel the Dex Pixia.

     

    Either way,  decoupling the ability to fly from the channeling cost associated with the exalted weapon is pretty necessary in my opinion. 

     

    But with that in mind,  lets say Flight becomes her passive or is on a Tap/Hold mechanic on her 4.  What's a good whole new 3 then?   She's got CC and DoT with this new Lantern 1,  she's got buffs and defense utility with this new Tribute 2,  she's got Damage and Mobility with her Razorwing 4.   

    I've got it: 

    New 3:  Monarch Silverwing.   A larger glowing razorfly is sent from Titania to a target ally.  Held to use on self.  The Silverwing orbits the ally until their health falls below 5hp when it intervenes to provide 3 seconds of invulnerability and a 50% heal scaling with power strength and the invulnerability scales with duration.    

    I'm not sure an ability like that exists in the game yet, though Nidus has his multiple lives and Hildryn has her shieldgate.

    It'd help her stay alive and it'd also help her help a squishy squadmate stay a live.

    • Like 1
  21. 33 minutes ago, zhellon said:

    To be honest, I don't really care what abilities Titania will have. The main thing is that Dex Pixia/Divata and razorwing are separate. But if we are dealing with two separate forms, why can't Titania have 7 abilities?

    But I think Latern and Tribute should be combined as a buff system. Now, the Tribute creates auras around Titania. Take the Latern, represent it as an object that Titania can create and carry, and let the Latern be the center of the aura. This is more like Chroma mechanics than Wisp and is more useful for archwing mode. 

    Just like me, many people want to get a useful razorfly system. Now they are similar to Revenant thrall except that allies can't kill them, but razorfly themselves are very weak and not particularly smart.

     

    7 abilities (Separate abilities per form) is a lot more work and hard to keep track of for some players.  I know I find Equinox to be a little overwhelming  It's also just pretty unnecessary.  

    That doesn't work, as Titania is very mobile and shouldn't or wouldn't be in such positions to be anchored around her party to provide an aura buff.   

    As you say, many people want a useful razorfly system, and that is what I turned Lantern into.  With this, Lantern is both the main razorfly effect as well as a Control mechanism to direct the razorfly behavior while Tribute remains Tribute, with its buffs, but now you can use them and provide the buffs to your squad as well as it doubling as helping her survive in tight situations and helping her contribute better to defending objectives, and even if she doesn't stick around to benefit from her archgate barrier, it still remains there to protect A) an objective and B) Squadmates who might be bunkered down there.  

     

    17 minutes ago, zhellon said:

    I see this as another good side - it is an increase in the number of builds. Now Titania is stuck in the sense that she needs 150 -200% strength to be as effective as another frame with a normal weapon.

    The problem is that Titania's theme is mobility. On the other hand, there is a great example of using a stationary ability on a mobile frame - this is the Volt shield. You can deploy it, you can take it and not lose it in mobility. This is why I think the stationary ability will be good if it can be moved.

    It doesn't impact her mobility, as I said it in fact makes her more mobile as she doesn't have to specifically hunt for and you having to have memorized what each enemy type does in order to get your buff.   You can easily use them while you are moving,  meanwhile this does actually accentuate her mobility theme,  as the concept of rings like these (They'd be rings when used in the air,  arches when used on the ground), is extremely prolific in racing games and is a concept inherently related to speed- aka mobility.   Meanwhile it also doubles as a theme that is inherently related to Fairies, Fae, pixies, sprites, elves, nature, and so on,  the concept of the Fairy Gate, or the Fae Path.  So this change is a tri-fold improvement on functionality, both those themes, and survivability. 

    It's purely a benefit.  You have the option to be static and anchor yourself to one spot,  or you can continue to be mobile leaving the rings behind as you move, or on an objective for a teammate.

    It's balanced around it being static,  if it were to move with you it would reduce its utility and it wouldn't benefit allies,  and plus if it moved with her it would be too strong, if you don't want to use it defensively it remains as the current buffs you know and love, just now much much more usable.  The barrier effect is secondary, a side convenience,  and an alternative to a duration on the gate itself, instead being breakable. 

     

    In short, more playstyle options and tactical decisions. 

  22. 17 minutes ago, Novalonic said:

    So I first would like to say that Titania is one of my favorite and most played frames, so I know what I am talking about.

    Yes, this frame's abilities are somewhat outdated, but also largely misunderstood. Under Titania mains the Razorwing ability is a quite sensitive spot. Some of us like the ability while others, like yourself, would like to change it up. 

    I strongly believe that the cornerstone/concept for Titania is that the frame can shrink down into a little deadly killer-toothfairy. This also has been stated in the devstreams prior to the release of Titania. Thus so, your suggestion of spitting the Razorwing ability seems not the best concept to me. While I absolutely love the name that you suggested, breaking the ability up in these specific segments breaks the whole idea of Titania. Summoning 2 gigantic pistols does not feel very fairy like to me, as you have mentioned Mesa, more something for that frame. 

    Other than that your concepts for the other abilities seem like nice ideas and I would love to see DE take notes from this. While to only concern I have with

    is that stationary abilities do not really work in Warfame since it is a really fast paced game. For example, a Volt shield is nowadays only commonly used as a damage multiplier instead of an actual shield. 

     

    I'm not really changing Razorwing, I'm just splitting it into 2 abilities to offer more options and allow people who like the flying to fly as much as they want independent of the channeling cost associated with the exalted weapons.

    Yes, the cornerstone for Titania is shrinking.  That's why it's maximized and emphasized here with what I've suggested.  You can fly as much as you want now.  When you need energy you can instead turn off the exalted weapons,  and likewise can use her exalted weapons without using the flight if you want.

    The flight becoming something of a passive.

    Another option could be to literally make it her passive,  double tap spacebar to enter or exit.

    I do not see how it in any way limits or even impacts the current ability to play her the way she currently is, it just expands the horizon and allows much more to be done with her.  Summoning 2 gigantic pistols doesn't seem fairly-like? well that's what she already does.

     

    Stationary abilities may not work so well, but tell that to Wisp who's reservoirs are an amazing ability.   And it is only a marked improvement from how you currently use Tribute,  instead of relying on a specific enemy type or even any enemy at all, you just place exactly the tribute buff you want and move on, or load them all up in sequence and move on, meanwhile it also doubles as a defensive ability AND it can allow you to easily reapply the buff on yourself by just flying through the arch,  which vastly improves the ability to make use of it while you're zooming around in Razorwing and already suffering energy loss with her exalted weapons.  It's much needed survivability and utility.  So it's just strictly an improvement to how it is now, where you don't even have the option to be static or not, you're anchored to specific enemies and it's just a one-off effect.  Use it and move on,  or use it and bunker down.   The effect I suggested where it's temporarily invulnerable and scales its health based on incoming damage also self-regulates abuse since you can't just stack multiple in the same spot, since only one would benefit from the incoming fire while the others would be fragile.  But if you're mobile you can just slap them all down in quick succession and move on.   And everyone following along behind you would be getting these buffs as well if they just move through your gates.   You don't have to place them all in one spot either, I'd recommend using them while moving so you're leaving a path of gates in your wake, with said teammates picking them up as they tail you.  Which is kind of fun in its own right, a minigame of sorts for those who enjoy that kind of game mechanic of rings.

     

    This opens a TON of doors for her and options for how you want to play her, and it adds a lot of utility to her in objective type missions that she was lacking meanwhile it also improves her in non-static missions like exterminates since she doesn't have to blow so much time trying to pick out specific tribute targets, and her new 1 wont scatter enemies around,  meanwhile it also gives her two different forms of scaling allowing her to exist in high level missions (Razorflies scaling DoT damage,  and the Archgates scaling their shield health)

     

     

    So if you like the way her current 4 centered playstyle works,  you would in fact LOVE these changes, as that playstyle is unchanged while everything else around it is improved,  and you can simply deactivate her exalted weapons to continue playing that way even without energy, and to regenerate energy while still flying.

  23. Hear me out, I'm totally in love with what I came up with, as someone who use to play a ton of Titania in the past.

    Primary problems:  Titania's kit feels very clunky, cumbersome, and samey.  Her 1-3 all feel like the same ability and it none of them feel good to use or are particularly effective save for Tribute being alright on paper but not in practice.

    Goal: Make Every ability worth using at least here and there, provide engaging gameplay and create fun internal synergies.   Increase thematic ties.

     

    Passive:  Doesn't need to be changed.  It's fine, it exists,  most passives don't do much anyway.  I WOULD recommend making it interchangeable based on whether she's on the ground or in the air though.  Ground form can have her current passive.  Airborn form could give her damage resistance or something.  She really needs the survivability.   28% Damage Resistance while airborn would help a lot.  It'd mean with Agility Drift she gets 40% DR,  80% with Aviator.  38 for 90%,  quite a few get 90% or more damage resistance so it's a good number to aim for. 

    1- Lantern

    Tap: On Enemy- CC the targeted enemy making them float off the ground with the Lifted condition for the duration plus a solid 75-95% slow  (Which shouldn't be an issue since they're disabled anyway, but the slow should severely limit how badly they float away and into space when hit, which is a huge problem with Titania currently.  Alternatively, Vines emerge from the closest surface to hold the lantern area up off the ground and keep them locked in place).   A cloud of Razorflies spawn similar to how they currently spawn when you use Razorwing.  6 Drones scaling with Duration.   Razorflies attack enemies effected by Lanturn essentially acting like a DoT.  If there are multiple effected enemies, they divert attention between them. If there are none, they attack in general.  Multiple uses don't spawn more razorflies than the maximum, but can refresh their health and spawn more up to the maximum.  They have health based on the max health of the enemy they spawned from,  and they deal damage based on their own max heath.  

    While an enemy is Lanturned,  other enemies are drawn to them as they currently are.

    On Ally- Razorflies spawn on the ally acting like Amesha's 1.  The ally is effected by Lantern, having an alternate effect of providing them with a health buff.  Multiple allies can be effected by this, but razorflies are split between them so each alley has at least 1.  If enemies are also effected, excess razorflies target enemies if all allies have at least 1.  If no enemies are effected, all razoflies focus on dividing up between effected allies.

    Hold- Effects Self with the same effect as on an Ally.

    Minimum of a 15-25 second base duration (at level 30) to be useful.  Razorflies themselves don't have a duration, they just last until killed.

    2- Tribute / Archgates

    Same effects.  However, no crippling dependence on specific enemy types and knowing what enemies do what for you.   Instead, Tribute creates a Totem of thorny vines baring fruits or flowers, perhaps in the shape of an Archgate ( A fae path arch.  Google "fairy arch", it's a fun folklore thing that's very relevant to Titania) providing the effect to enemies who walk or fly through it.  You select what Tribute you want to place using a Selection Wheel ala Vauban/Ivara/Wisp.  1 Gate per Tribute.  Using it again moves the gate.  (This has an added effect of allowing Content Creators to set up their own courses for novelty races they might set up with one or more Titanias acting as the referees and you'd be able to see who is fastest based on seeing the buffs pop up on the squad UI.   Content for content creators and those who like messing with meme abilities, I know some content creators engage in Races.   Whether it's Volts and Gauses,  or K-Drive racing, or even archwing racing in open worlds)

    Gates can have an additional benefit of acting like a shield wall that you can stand behind, with enemy projectiles being blocked by the gate while allied projectiles travel through it.  Could give them health based on incoming fire for a few seconds when first placed, like an Iron skin or Warding Halo, to allow it to remain usable at all levels of play without it being outright invulnerable.  Its health could also scale off duration, and its health pool is itself the duration of the ability, lasting until destroyed or moved.   The duration themselves having a normal buff duration until they need to be reapplied.  And some of you might be thinking this sounds similar to Wisp's 1, but only superficially, and with dramatically different benefits and effects.  Wisp's fire rate, health, healing, and CC would still be amazing and the Tribute buffs don't step on Reservoir/Mote's toes at all.   They would in fact team up well with each other. I'd LOVE to play  as either a Titania or a Wisp on such a squad.

     

    From here there are two options I present:  (Addressing Razorwing and the space provided by shifting Titania's current 1-3 abilities that feel samey into 2 distinct and useful abilities)

    Option 1: Two separate abilities.  Splits razorwing into two abilities.  Flight, and Exalted Weapons.   Pros:  Space to buff both effects separately as their own effects to be overall more potent than it is currently.   Cons: Uses up the newly available 3rd ability slot, which evidently some players find distasteful even though this provides room to increase the power scaling on the individual abilities so you're getting more out of it.

     

    3- Monarch Wings:

    Disconnecting Titania's fairy mode from her Exalted Weapons.   Her new 3 is a semi-Passive Toggle, like Ember's heat gauge in that respect, or Equinox's form change.

    This ability toggles Titania between Ground and Winged mode and allowing you to use it separately from her exalted weapons.   Using it in this way it does not have a channeling cost, it purely gives her the smaller size and ability to fly and it may or may not summon additional razorflies or at least refresh existing razoflies.

    Granting temporary bonuses that fade away when initially entering or exiting the mode could encourage switching it up instead of staying in one or the other, similar to Equinox's fading buffs for form changing and they don't stack with each other, so the new overrides the previous.  I'd recommend health regeneration or life steal when switching to ground mode, and movement speed when switching to winged mode, winged mode not having added movement speed by default.  So in its current form razorwing is pretty fast,  in this iteration it wouldn't be that fast by default, but it would be with this buff.  

    4- Exalted Arms

    Switch to her Dex Pixia and Diwata, manifesting her exalted weapons with the channeling cost as normal.   This should be fine on its own as Dex Pixia are one of the strongest weapons, almost comparable to Mesa's DPS but not competitive with it just since it's not autoaim. Still pretty strong though.  If not, you could add a secondary benefit. Such giving them innate life steal, or they might deal additional damage when traveling through a Tribute gate, though she doesn't exactly need additional damage.  The gates (when fired through) could add status conditions to the projectiles though.  Radiation procs perhaps.  Diwata could instead add the effects of the current Spellbind effect on enemies hit by it.  Which should give enough reason to use it, and it isn't effected as much by enemies flying since archmelee has that nice lock on-dash effect, or the new Lantern.  Archmelee isn't great,  so turning it into essentially an alt ability working on-hit definitely gives it new life and use.

     

     

    Option 2: TAP/HOLD functionality on 4, completely new 3rd ability.  Keeps Razorwing as a singular 4th ability, instead separating flight from the exalted weapons by allowing you to tap to instantly pop in or out of Razorwing, and holding it to manifest your exalted weapons, thus starting the channeling cost associated with exlated weapons.  This still allows free flight as part of her identity and all the tactical options of before but.    Pros:  Frees up the 3rd ability slot.   Cons:  Less room for improving them both independently.

     

    3- Monarch Lunamoth:  

     A larger glowing unique looking razorfly is sent from Titania to a target ally.  Held to use on self.  The Lunamoth orbits the ally until their health falls below 5hp when it intervenes to provide 3 seconds of invulnerability and a 50% heal scaling with power strength and the invulnerability scales with duration.    

    I'm not sure an ability like that exists in the game yet, though Nidus has his multiple lives and Hildryn has her shieldgate.

    It'd help her stay alive and it'd also help her help a squishy squadmate stay a live.

    4- Razorwing:

    Razorwing as it currently exists, with a key and very important change: Tapping the ability toggles Titania between ground form, and fairy flight form.  This has no channeling cost associated with it and is essentially a psuedo-passive like Ember's heat gauge or Equinox's form changes.  Holding the ability manifests her exalted weapons, and the associated channeling cost.

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