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Luminide

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Posts posted by Luminide

  1. Ash's very descriptions states that he is complimented by lethal powers of distraction,what does this mean? STUNS 

     

    I agree that teleport doesnt have to be free aim,maybe a lock on system like soul punch instead?

     

    For the pther three abilities I still stick to the original post.

     

    And i dont see how the 1st ability will deal 1.5k damage with this change,I still stand by the OP change.

  2. 1. Shuriken fires the same way it does now when the first ability is tapped.When held down the shuriken thrown is the old shuriken which can puncture 3-4 people with a little more or the same damage(sewens idea: https://forums.warframe.com/index.php?/topic/105585-whats-the-deal-with-ash/). Or an improvement to the targeting allowing us to get headshots and double damage,right now the shuriken seeks the enemy and curves down to the abdomen instead of going to the head.

     

    2.Smokescreen is pretty ok the way it is, maybe a 2 second stun time instead?

     

    3. Teleport either has an aoe stun to prevent getting knocked down on teleport or the power becomes a movement ability which does not require a target and is meant for movement(like worm hole).Or the targeting system could be a lock-on ability like soul punch. 

     

    4.Maybe blade storm could have a small aoe stun with(maybe the puff of smoke?) each teleport giving ash a little cc for the team.

     

    Like this post if you think these ideas are good or post your own suggestions below(still leave a like if you think that these ideas are better than the current ones).

  3. 1.Shuriken needs to be able to puncture multiple enemies in a row.
    2.Teleport's power usage and range should be lowered and be made into a free targeting power making it more of a mobility power which suits ash's quick and swift style.
    3.Bladestorm animation time needs to be reduced and number of targets increased.

    These would changes would be great for ash, making him atleast a little more team oriented as well as retaining quite a bit of his lone wolf style. This would help drown some of the hate ash has been getting as well.
    Please DE take these suggestions to consideration,thankyou.(If there are any suggestions please post them below but If you are here to whine or complain please leave.)

     

    New thread at https://forums.warframe.com/index.php?/topic/131673-ash-ability-suggestions/

  4. ^If the player has even a little bit on intelligence he wont let you get close. Weapons like boltor and twin gremlins have a decent projectile speed, twin gremlins being the worse of the two.

  5. Please disable staggering in PvP. Its fine in PvE, in fact its awesome but in PvP its just too damn OP. The effect of a stagger weapons is as good or even more effective knockdown jump attacks. These weapons stagger on almost every hit and for weapons like twin gremlins and boltor, its impossible to dodge once shot at least once.This then leads to a chain of knockdowns(with the stagger weapons themselves) and within a few seconds death. This is a big issue and needs to be taken care of as soon as possible. Thank you DE.

  6. a gun should aways be better then a bow, thats why we have guns today and not bows. but maybe make more diffrent mods for the bow only like thunderbolt to make them more useful but no instant damage wise.

     

    Ice bolt(AOE small Slow Field)

    Fire bolt(AOE fire patch)

    PisionBolt (small Pison Field)

    BastileBolt (2 Guy Bastile Field)

     

    just some ideas.

    Great ideas but keep in mind these aren't regular bows. The paris is like a rail gun with the bolt held in place and shot by a magnetic field. The paris prime multiplies the kinetic energy of the bolt etc. But still I would love to see more bow exclusive mods in the game but a buff to bows is needed as well. I was also thinking that bows should have a massive stagger effect on the target because of its high concussive force.

  7. I have a feeling the damage will change after damage 2,0 which is why this weapon is seen to have special force field. I was thinking that there may be electric + force field combo which is why the jump attack has an innate electrical damage. I'm presuming and praying that this weapon's true potential will come out after damage 2.0.

  8. Only if you're extremely butt hurt.  If you don't like it, don't play it.  In the mean time there are plenty of people that are very interested in seeing a balanced pvp mode.

    Thank you,guys this is a PvP thread, if you are here to talk about PvE or suggest getting rid of PvP GET OUT OF HERE.

  9.  I was thinking they should do the weapon barring of stagger weps and zorens(because of zoren coptering), and a new pvp stats sytem. Its not a new game,just simply a new game-mode.Games have done it before like Guild wars and DCUO. Maybe the damage and mod systems could be kept the same in PVP but instead add a new PvP exclusive stat,lets call it "warframe armor". This makes things alot easy. No weapon should be armour ignore but instead have a certain percent of "warframe armor" that they ignore for example, "OP" weapons like the soma and strun wraith should have less of this "warframe armour" ignoring percentage.While weaker weapons should have more of this ignoring percent. Weapons that are snipers should have a very high "warframe armour" ignore percent so that they one hit kill to make up for the charge time and projectile speed(paris,dread,Lanka). Maybe there should be a separate lvling up system just for PvP that is fixed to each warframe, i.e As this PvP warframe rank levels up the default warframe armour should increase as well(this should not remove mod capacity or interfere with the warframe,just a new stat for PvP only with a separate meter).

     DE PLEASE LISTEN, thank you.

     

    (Stagger weapons should be kept if charge up is required)

  10. I really don't think blanket damage reduction is the best "quick fix" answer. So it does get old at times dying in a few seconds now, right? But the good thing is that a wide variety of weapons can do this; snipers, assault rifles, and close range weapons are all viable right now. There is counter play between each of these weapon types.

    Now let's cut down damage a lot. So now NO weapon can instakill, and it takes ay least a few shots to bring someone down. Well already sniping sounds unappealing, because now I have to land multiple shots on a target that is zoren coptering around. Now what about close range weapons? Why bother if being closer doesn't net you the advantage of killing people quickly and before they can react? More counterplay and meaningful weapon choices are lost. Now let's think about what would be really good since under these circumstances. Well, if I can't kill my opponent instantly, I can still stagger lock him! And wow! Throwing weapons/twin gremlins fit exactly into that midrange sweet spot! So now the go to strategy is to stunlock your opponent. And personally that sounds much more lame than getting one shotted.

    I think the best quick fix would be to implement weapon filters at each conclave bracket, so that those players that want sniper or shotgun duels can find fairness in that sense. Further OPTIONAL restriction on what players can bring to a conclave would really help to improve the sense of fairness and balance in my opinion.

    edit: another though; even barring annoying stun lock weapons, just think what would happen to match duration when there is no incentive to get close to your opponent other than trying to end a round. There would be multiple stand offs at mid range, and eventually one player would gain the damage advantage and try to end it, but it's very easy in this game to get away from people, and much harder to chase. Match time would drastically increase. This may be cool for a while, but it doesn't suit the fast pace of war frame in general, or the PvP I've personally come to enjoy.

     

    This insanely illogical. Being close to someone has many advantages like better aim,for shotguns land more pellets etc. The damage doesnt change according to distance which makes your statements on this obsolete, Further more, i don't know which horrible sniper you are using but I use a Paris Prime and I get 10,000 damage for one shot. Reducing damage wont affect snipers because they should still be able to easily one hit kill enemies. However, I do agree for weapon barring,particularly staggering weapons and definitely dual zorens. 

     

    For my own idea, I was thinking they should do the weapon barring of stagger weps and zorens, and a new pvp stats sytem. Its not a new game,just simply a new game-mode.Games have done it before like Guild wars and DCUO(idea sparked by FatalX7"). Maybe the damage and mod systems could be kept the same in PVP but instead add a new PvP exclusive stat,lets call it "warframe armor". This makes things alot easy. No weapon should be armour ignore but instead have a certain percent of "warframe armor" that they ignore for example, "OP" weapons like the soma and strun wraith should have less of this "warframe armour" ignoring percentage.While weaker weapons should have more of this ignoring percent. Weapons that are snipers should have a very high "warframe armour" ignore percent so that they one hit kill to make up for the charge time and projectile speed(paris,dread,Lanka). Maybe there should be a separate lvling up system just for PvP that is fixed to each warframe, i.e As this PvP warframe rank levels up the default warframe armour should increase as well(this should not remove mod capacity or interfere with the warframe,just a new stat for PvP only with a separate meter).

  11. I'm requesting a deeper damage reduction,maybe 30 or 40% but 15% isnt enough. This would allow us to use the mods we like as well as keep the fighting balanced. Now that I think of it weapons,like the soma and strun wraith make this decision harder. I also request a PvP only nerf to some of these "OP" weapons, like soma etc(in a similar manner to warframe abilities which are PvP nerfed). Please listen to this feedback, Thanks DE.

  12. YES DE PLEASE LISTEN. If this is not the plan i suggest a deeper decrease in damage taken,this would allow us to use mods we like as well as prevent noobish quick-draw matches. I know that there was a 10 to 15% decrease but im saying that this is not enough maybe 30% or a different value but no less than 30%.

  13. So far conclaves are boring and just consist of first shot wins. People are using somas and strun wraith and are 3 hit killing and 1 hit killing respectively. This PvP system is boring and broken. I'm suggesting a completely new system. There needs to be specific PvP weapons with either no or only mods marked as "PvP". This system helps balance out the wapons and requires more skill rather than first draw kill. However,I feel warframes should be allowed any mods as long as the abilites are changed during PvP to be more suitable. Maybe a new PvP leveling system where you level up after finishing a match. And maybe when you get higher you unlock new and better PvP weapons and PvP mods.

     

     

                                                                         OR

     

     

    Maybe the weapon system above could be changed so that instead of adding new weapons, current weapons's stats are changed to special,balanced PvP stats and mods that arent PvP mods become inert. So the leveling up will include new mods that you can unlock for weapons and warframe instead of unlocking new weapons.

     

    If u like either of these suggestions please like this post or if you have feed back or your own suggestions for PvP and PvP only, please reply to this post. Thanks for listening DE and players.

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