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DTRaptor

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Posts posted by DTRaptor

  1. 9 hours ago, PsiWarp said:

    Honestly yeah, Trinity could use some tweaks to bring her up to modern Warframe. Her kit works but definitely feels archaic.

    • Well of Life and Energy Vampire should be recastable on different targets while active, and made into upper-body animations so you can move while casting.
    • Well of Life...
      • Turn the enemy target invulnerable rather than bump its health up times 10. Like all other types of invuln. enemy ability, store the damage you and your allies do to the target and deal it in full at the end.
      • Don't end the ability early if a certain amount of healing is leeched.
      • Recast on the target or cast on a different target to end the ability early.
      • Can be cast on an ally. Grant that ally (and his/her Companion) extra maximum Health capacity and lifesteal on their weapons. Can also be cast on static defense objectives.
      • Hold to cast on yourself for the extra HP and lifesteal.
      • Bump the limit up from 1, to 3 Wells active at a time.
    • Link...
      • Duration buffed from 12 seconds to 25 seconds at max rank. This ability lasts such a short time it's really just another busywork to maintain.
      • Range buffed from 20 meters to 25 meters at max rank.
      • Let Trinity keep the 75% damage reduction even if there is no enemy linked at the moment.
      • Constantly transfers all active status effects on Trinity to her current or future linked enemies. So when you are unlinked but are burning from Heat status, linking to an enemy cleanses it off you and burns them instead (status cleanse/transfer).
      • Synergy: when linked to Well of Life and Energy Vampire enemies, killing them drops a Health and Energy Orb respectively.
    • Blessing...
      • Honestly strong as is. But maybe for quality of life, allow the cast to extend into your affected allies' Affinity Range to catch allies you couldn't bless (since they were outside of your Affinity Range).

    I went back and checked out other frames with DR abilities (that have duration rather than charges) to compare their base duration to Link's and Trinity falls far short. Chroma, Mirage, and Mesa have 25 second base durations for Vex Armor/Elemental Ward, Hall of Mirrors/Eclipse, and Shatter Shield, and Zephyr has 20 seconds for Turbulence. These are all abilities that have to be cast every so often, but none of these frames are held back by the measly 12 second base duration Link has. I really think the buff you suggested would be fair and in-line with other frames.

  2. 1 hour ago, Hellmaker2004 said:

    Link does not have a Drain effect, likewise it does not prevent energy gain.

    Well, I was trying to suggest something along the lines of converting Link into a toggle ability that only drains energy while enemies are tethered, but doesn't prevent energy regen while active. It would make Trinity feel a lot less repetitive if that ability didn't require a recast every 25-30 seconds (with good duration as well).

    I really enjoy playing Trinity, but feel as though she's really hampered by those awkwardly short timers on Link/Blessing.

  3. Since old Trinity is getting unvaulted, can we please get some QOL changes? She's not exactly in a bad spot, but could definitely use some "clunkiness reduction."

    Some examples:

    Well of Life could probably work similarly to Energy Vampire, releasing healing pulses that give significant regeneration for a short time centered around said enemy.

    Energy Vampire would be better if it released up to 2 additional pulses at 200%+ duration to make it more beneficial to high-duration builds.

    Link would be a lot more convenient if it worked like Equinox's 3rd ability, where it drains only when tethered to enemies while not preventing energy gain.

    Blessing is ok as-is, but I think a couple seconds more of base duration would be sweet.

  4. I like the feedback here. I was just thinking that adding new HUD indicator at the top like other buffs have for Link would be nice.

     

    1 hour ago, gluih said:

    Imo they should have the same duration and both end up at ~1min duration with a reasonable build. That would mean buffing blessing even further.

    It would also be nice if EV was less spammy. It could just be an area of effect, where damage dealt to enemies is turned into energy.

    What would you think about shifting some of the damage reduction from blessing to link? It seems to me like in the current state blessing makes balancing enemy damage impossible.
    Either you balance it around every party potentially having a trinity, which means, that the damage would be ~4x too high for the rest of the content. The other way enemy damage output just becomes trivial, if you actually have a trinity in your group.

    Well, I was thinking of Link having a noticeably longer duration since that's DR for yourself. Trin is quite fragile without it, so it's something you need up nearly 24/7. (Having a different cast animation for Link that is shorter/doesn't lock you in-place would be nice as well.)

    For EV, what if the energy pulses were centered on Trinity instead of the enemy? It may be easier to keep squadmates in reach of the pulses that way.

    For shifting damage, that's something I've never thought of before. I'd be fine with a 90% DR Link and 50% DR Bless. (but with an even longer Bless duration)

    Trin should be balanced around making missions more relaxed for the team, but avoid feeling too essential. Good ideas!

    1 hour ago, NinjaZeku said:

    Very much this.

    Short duration might've made sense way back when Blessing gave full, map-wide invincibility,
    and Link allowed you to nuke maps by hitting yourself with Penta etc.

    But now, it's just such an unnecesary hassle to keep these abilities up,
    it's kinda like the old Nekros Desecrate spam, you barely have time to do anything else.

    So yeah, significantly higher Durations really need to happen already
    (see e.g. Shatter Shield - higher DR, lasts more than twice as long as Link, and it's on a high DPS Frame, u wot m8).

    Alternatively, at least for Link, you could also just (again, see Desecrate) turn it into a conditional toggle,
    make it drain Energy only when linked to enemies, and of course allow Energy gains while active.
    I don't think that would be OP or anything, it would just be more convenient / free up modding options.


    Aaand while we're at it, how's this for a buff / nerf (burf?) of Energy Vampire,
    give it the same fix change Miasma got, more Duration = more output,
    in turn increase the range on it to make it more feasible to just leave an EV victim around, giving Energy for a good while,
    but also don't remove the instant burst of Energy on death thing, this should now likewise benefit from Duration.

    A toggle for Link... Honestly, I like that idea! It would help avoid those panicked moments in Mot when you've got a second left on the timer and need to find a safe spot to re-cast.

    So your EV change is potentially adding more pulses with duration? I like that, since from experience, duration doesn't have any real benefit to the ability.

    1 hour ago, GPrime96 said:

    More Duration for her 2 - 4 would be nice for someone like me who play Trinity as a Melee Tank the most. I used to use her for Eidolon mostly but Tridolons got very old currently so i focus less on dealing with that. The Short Duration do make me look at her Abilities more than looking at the enemies i'm killing with my Melee Weapon which messes with the Flow slightly.

    I tend to play Trin the same way, and know exactly what you mean. I like the playstyle, but just feel as though it's time for her to get a few Quality of Life changes to remain just as fun as everyone else.

     

    Thank you all for your feedback! I feel as though this discussion has been beneficial, and there are good ideas to consider here.

  5. Trinity is my most-used frame. I enjoy her support-oriented design, but feel as though her abilities (primarily Link and Blessing), despite their functionality, are hindered by their awkwardly short timers.

    I believe increasing the timers for Link (12->25 base duration) and Blessing (10->18 base duration) would make Trinity feel a lot less "spammy" in terms of recasting her abilities. I feel as though the timer increases are reasonable, as Link is her primary form of defense, and Blessing is additional protection for her and the squad.

    I don't believe she needs a full rework, or any other changes at all. Sure Well of Life isn't the best move, but even it still has a use in locking out an enemy temporarily. That's only one bad move out of four, which is still a lot better than most other frames in my opinion.

    • Like 2
  6. As it stands, part of why I believe there will never be a true endgame for Warframe is because of the power disparity between casual/hardcore players. Although I've played more than enough to have access to the higher end of the meta available, I prefer not to use it because there are some weapons I fell in love with earlier on and just don't want to give them up because I like them. I would consider myself a casual with regard to the balance of Warframe because of this.

    The problem of making higher leveled endgame content is that it often results in simply making a "dps check" where the meta is only enforced more prevalently while leaving build creativity out in the cold. In my honest opinion, the creation of and addition of rivens to the game only exacerbated the problem of balance between various players and is part of the reason why an endgame will never exist until DE goes back to the drawing board to redesign everything.

  7. My take on this:

    R. Charge is ok.

    Iron Skin needs an augment just to be viable at higher levels. Instead of just adding damage done during invul. period, it should mult+add (affected by str) for scalability.

    Roar is ok.

    Stomp is ok.

    If it ain't broke, don't fix it. Aside from that, I really wish Rhino Prime had slightly more energy so Stomp could be cast with Blind Rage without needing to add more capacity.

  8. It is time for enemy grenades to get a visual danger indicator. The beeping does nothing but let you know that you're going to die in around 2 seconds. Given the incredible amount of damage enemy grenades can deal at higher levels, they deserve some other indicator to make players aware of their location.

     

    I'm just a little frustrated from the repeated one-shots I endured while doing the Grendel Chassis defense. The grenades are practically invisible.

    • Like 1
  9. It was a fun experiment. I just soloed the Grendel Neuroptics after quite a few failed attempts. I feel like the enemies could be toned down a few levels to make the combat less tedious, or at least scaled down based on the number of players. The winning strategy was Wukong with Sancti Magistar (for the sweet heavy-attack heals) and a Tigris for the Twin. Knock everyone down with power slams and keep them down while Twin takes them out, and heavy attack if either of us needs health.

  10. Vauban's abilities feel better than they used to but he still feels too squishy. In my opinion, Minelayer is still underwhelming as a whole.

     

    A change I thought of:

    What if Tesla Nervos/Flechette Mines scrapped altogether (They just never felt too useful in actual gameplay.), and give the engineer man some Reth Roller mobile turret knockoffs as his ability 1 (Limited to 1, and then 2 turrets at max rank)?

    In place of the Flechette Mines, and to fix his durability issue, how about some Armor Pads? A pad that increases armor and shield capacity for a timed duration when activated, and refreshable for a limited number of charges, as well as stripping shield/armor from enemies that step in the radius.

     

    Proposed tweaks to other abilities:

    Aside from that, the Speed Pad/Overcharger Mines should be timed buff pads to make them a lot more useful overall. Overcharger just costs too much for so little of a buff, and for only one ally at a time. Orbital Strike needs more range and a faster charge up. I'd also prefer if Bastille granted an immediate armor buff instead of the ramp-up, even if it provided less armor to compensate.

    • Like 1
  11. I don't mind reviving other players as long as they help the group in some form or another. Besides, having the ability to be revived by teammates provides an incentive to use frames other than Inaros and the other nigh-immortal tank frames. If the revive system were to be reverted, I feel as though enemy damage (the infamous, invisible, one-shot grenades) could use some looking-at. 

  12. Tainted Shell has no effect on the Exergis when multishot mods are equipped. Removing the multishot mods drastically increases accuracy, as would normally be expected. Tested in simulacrum with max rank mods at 35m.

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