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Ruinous_Envoy_Zed

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Posts posted by Ruinous_Envoy_Zed

  1. Quote
    • “Create a well of life on an enemy. ... Status Effect damage intended for nearby allies will be absorbed by the enemy. ...”

    Would "Capture an enemy into a well of life. ... Status Effect damage intended for nearby allies will be absorbed by the captured enemy." read swell? Pun good?

    • Like 1
  2. Just reviewed the May 8th VOD and outside of running Nightmare nodes with all Dragon Keys equipped, I'd like to see a deeper Nightmare+Dragon keys Hard Mode experience.

    Instead of Dragon Keys, leverage existing Syndicate stores to offer a unique Challenge Gear either equippable on the Gear wheel or a Visible piece of cosmetic (like Syadana or Shoulder piece). If its a Gear wheel equippable, its consumed at completion of a mission.

    Equipping such a piece affects an aspect of the mission. Taking cues from existing Nightmare & Sortie conditions, equipping these pieces will open a mission UI displayed to all players in squad of the modified mission parameters. This UI will replace the usual top-left player participation UI. Multiples of the same challenge pieces may compound the modifier accordingly (marked as +/-c)

    Such possible challenge conditions could include:

    • Shield Deferred: Players shield regeneration is disabled. Melee hits recover (-c)%shields. Mods affecting shield recovery affect %recovery.
    • Glamer Mobs: All enemies generate (+c)10+ illusory copies of itself. 1hit will dispel the copy. Killing the source of certain copies - dispels all copies and drops its generated loot will be reduced to how many copies was dispeled in this fashion.
    • Shrinking Violet: Taking Health damage will shrink the player down to a maximum of 50% of their original size. Size adjustment will also affect amount of damage (or damage effects) mitigated or dealt. Being smaller, will improve players dodge chance but penalize them when being hit.
    • Clawing Fog: Movement speed is impeded while traveling through the fog to a minimum of 40%. Kills restore movement speed and killing enemies has a chance of dispelling a smol radius of fog atop their corpse.
    • Formless Flow: With exception to Operator model, the Warframe model is obscured to players.
    • Paint the Town (Weapon Emission Color): Player firearms coat enemies with "Emission colors" and become hardened statues instead of corpses. These statues become map geometry, which may obstruct traverseable areas for both enemies and players. Players may melee hit a statue once to destroy them. Destroyed statues obey loot-frames abilities and disappear/decay. Standing statues ignore loot-frame abilities. (Clearly, NOT Splatoon inspired. Clearly)
    • Deadpool: All players in squad share the same health pool, but shield capacity are unique to each.
    • Slash & Burn: From beginning of mission, health loss at a steady rate of (+c)20 health/s. Kills using Heat mitigate this loss for 2s
    • Cogged Rounds: When reloading a firearm, a small minigame UI pops up and when successfully hitting the reload key again - it generates a (insert unique affect here). BEcause clearly, this is Active Reload inspired.
    • Snowflakes: When enemies are killed, they instead explode (blast damage) and generate either a bright sharp spinning snowflake (slash damage) or dark Gas matter (gas damage)
    • Care Bare: When killed enemies instead remain standing. Frozen (as if affected by Sleep ability) facing their immediate direction and begin to project a prismatic ray of energy. Players hit by this prismatic ray suffer random damage type. (See D&D Prismatic Spray) This projection lasts (+c)3s.
    • Firstlook: When loading into a mission, players watch a warframe cinematic with titled "Firstlook Gameplay kek" (cuz yknow ACV)

    and I'm quite sure the playerbase has fun AND ridiculous ideas comparable to these. And of course these are not unique altogether.

    As a reward system, I have no clue. 

    Thanks for reading my ridiculous afterthoughts on the recent WFH. ty 4 the squad.

  3. During this time of Dojo builds (Destroy/Builds/Destroy/Builds) I think we've read enough feedback on Dojo building mechanics/systems. To which I'd like to add my voice to that shouting from the Orokin Lab.

    If Moving or Relocating built/decorated rooms from one Node to an Existing Valid node isn't possible - my NEXT preferred option would be some form of Proxy Build.

    Let's use my current dilemma of a Grandest Hall being in an awkward location (as to allow building the DryDock in a much accessible location) AND having to "Destroy" the Grandest Hall would require that I remove/reduce the respective 'children' builds to be given that option.

    In a Dojo 3.0, what I would receive is a "Proxy Build" that would allow me to place the Grandest Hall with a UI Text explaining that "In order to complete this removal, I am required to Place the Room within XX minutes." Effectively putting the room in an temporary state of built and removal. 

    Once I fulfill "Placing" the Grandest Hall in a different valid node, I am greeted with the usual "contribution" options WITH an exception of NO Fast Build while the previous room is undergoing its removal. When the previous (Grandest Hall) room has completed its 2hr countdown to being removed, the Dojo session will be refreshed to update the Dojo - I can access the NEW Grandest Hall contribution panel again AND would have access to the Fast Build option, expending the necessary Plat.

    If in the event, I decide to cancel the removal of the Original Grandest Hall, (The Dojo Session would check if any Builds of the same name exists) I would be informed "By clicking OK, you agree to  CANCEL ongoing construction of (Room Name) and its resources be refunded."

    Does this mean you'd need an extra set of resources for the same room? YES. 

    This option could/would be limited to single instance rooms, such as Halls, Crimson Branch, Drydock, and others I've yet to attempt destroying in my dojo.

    Have I destroyed and rebuilt the Dojo more than ONCE since the update? YES.

    Would I call this Dojo suggestion a POD option? (Like Storage PODS) YES.

    Would I call this update Rising Tide Pods? YES. #NoChallenge.

  4. 54 minutes ago, (PS4)GEN-Son_17 said:

    They sort of made that her passive now. Her original passive was horrible

    Agreed. Since DE removed self-damage on the Javlok - her current passive just became near useless. NOT that I enjoyed doing that myself.

    I both like Accelerant AND Immolate. Would love to have her passive ability strength bonus be adjusted and reflected on a Immolation Burn bar.

    "Why give it a energy cost to ACTIVATE during the mission  and NOT be THE ember passive?" is my question to DE.

  5. Unsure about losing Accelerant for Immolate, I enjoyed ramping up the Heat dmg with it.

    Would rather combine the new passive with Immolate: Somehow have a visible "Combustion" meter on screen and gain %% whenever any of Ember deals HEATdmg/procs and big %% when enemies die under HEAT procs. At max fill, Ember gains smol DR and grants max +35% Ability strength. 

    Also would if we could have the new WOF as a HELD cast effect that drains half the Immolate meter, while keeping the existing smoldering WOF and it doesnt drain the meter.

    As I missed the devstream altogether and just watched the VOD - what do.

  6. As we navigate through the arsenal, kitting out our stuff - we'll have typed in the near same "keywords" in the search bar. If its been suggested before, I apologize for this post and wholly offer an +1 to the similar idea.

    In the Upgrade screen, I would find it very helpful to "Toggle Search" mods by clicking on one of the stats on the. Clicking on a different stat will toggle a search for the respective stat. Clicking on the same stat will reset the mods listed below in the same fashion when switching polarities. In the example image below, LMB on the Health stat will toggle the search for the word "Health."

    I suppose in the same fashion as the new mouse_on_hover ability feature, a smol pop with the suggested word would appear. With the example below, the popup could appear adjacent to the stat itself, reading: [Health].

    Of course, I'm showing my keyboard/mouse preference and I wouldn't know if this is feasible with controller.

     

    Additionally, IPS Damage Types will respond accordingly when LMB click while Elemental Damage will cycle through them alphabetically.

     

    qvQVktC.png

     

    Could we, by way of future Nightwave Reward - have a Blueprint for a Shooting Range for Dojos to be researched/unlocked at a Dojo.

    The Shooting Range would have the footprint as wide as the Oracle but twice as deep. It will come room specific decorations(targets) that will register dmg as if they were ads. To research the Shooting Range from the Tenno Lab, it would require Gallium, Control Modules, Fieldron, Salvage (or whatever new resource is appropriate). To construct, it would require Polymer, Salvage, Circuits, and Detonite.

    It's not a full-on simulacrum. I like the fact that the simulacrum is a separate game state - but I would like a room in the Dojo where we can live-fire down range.

     

     

  7. on several occasions since the recent hotfix, I'm still getting matched into incorrect bounty selections.

    As an example, while grinding for Ostron standing - after having finished a T5 bounty I select a T3 bounty for particular rewards. Konzu responds and the HUD directs me to Enter the Plains. Somewhere during the transition I get matched into a running group, expecting to be a T3 bounty, only to be surprised with 1/5 bounties listed. It also happens with Eidolon bounties, after having left and returned to Cetus, I complete a T3 bounty and hope to follow it with an Eidolon Teralyst bounty. I get matched into a party doing a T3 night bounty instead.

    Hope this gets looked at as well.

     

    ALSO: Gear Wheel and ScrollDown (or Up) but more than once, while ScrollDown for Scanner - I'm left with arms down looking at the world without a scanner. 

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