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ShadowDragon000

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Posts posted by ShadowDragon000

  1. Honestly I don't think Atlas could even be described as good at the moment. His kit is extremely disjointed and he doesn't really serve a purpose in a group setting compared to another frame. He has a melee rush, a pointless wall, a sub par cc, and a mediocre summon none of which really function or synergize with the other. While I think that they could give him buffs or tweaks to make him more viable what really needs to happen is a Saryn level rework. Have a cohesive kit and set of abilities that fulfills a function effectively.

  2. 6 hours ago, Vilmera said:

    i think you and ppl like you shouldn't affect this game in any way.

    I think people like you contribute to toxic complacency and don't hold anything to a higher standard or lack the ability to think critically and understand the possible flaws in a system. So people like you shouldn't affect anything in any way.

  3. Omg how dare you be skeptical of DE they have never made any mistakes ever, every frame is perfectly balanced and useful especially Wukong. They would never divert a vast amount of time and resources into something that's basically a second game that no one plays, definitely not when there are other issues that need worked on. Your completely valid skepticism of a massive time sink of a niche possibly exploitable/broken system sickens me. It's not like there is going to be 3-4 optimal songs that after two weeks that everyone uses because that's the way systems work, and they definitely won't sound like a child smashing his hands on a piano. It's not like there is almost no way to control noise levels aside from asking your team to bring annoyingly loud/spammy weapons for you. How dare you point out these possible outcomes!

     

    edit: Now I'm not saying I want it to be bad or hope that it fails, but it is always a possibility and nothing ever gets improved by ignoring problems.

  4. You kind of have to accept that most people in general are A******s, especially when they don't have to take responsibility for actions and there is no way to have a reputation follow you or impact your ability to play the game. Gaming is growing evermore popular and competitive, the more that happens the higher frequency you will run into lame people, long dead are the days where playing an online game meant you were running into nerds who were just happy to find someone else who played video games.

    For complaining about non-meta frames that will never really go away, most people don't want a sub-optimal group and there are frames that are almost as useful as an empty teammate slot, but it would be great if DE would accelerate reworking the exceedingly under-powered frames as that would help increase the acceptance of less popular frames.

  5. Ya this game drew me in because of the potential that I saw in it. Unfortunately it has done very little to realize it and the game feels like a wasteland of bandage mechanics thrown on top of each other that are almost immediately abandoned by the devs after being implemented.  There is almost no cohesiveness to any part of the game anymore and the number of individual things that you need to grind to progress is staggering.  It is depressing, over the years I had many friends that I convinced to play the game that all eventually left because nothing was fixed and everything became more and more of a frustrating mess. For a long time now they have just been pumping out one thing after another to give the people who spend their entire lives and wallets in this game more things to grind on an endless treadmill.

  6. This game already has just about anyone who was ever going to play it already here, they are in too deep and it's far too late to do a reset. Resetting would kill their game immediately, all the people who have spent thousands of hours and lots of money would most likely quit. That is why the game is a patchwork of fixes, reworks, and added on content, they can never start fresh, they must tiptoe around any problems that are in the fundamental part of their code, or overall design problems without ever being able to start anything from scratch. At this point it would be dumb to reset actual years of player progress so you are never getting the reset because very few people who do all of that over again.

  7. Like for me, any prime warframe should not have any bonuses, except more polarities and another appearance.

     

    The problem is that they already put them in and completely removing them isn't going to go over well. Plus they are far more valuable to DE if they have bonuses over the standard variants, people are way more likely to buy prime access or grind up and buy slots for these semi-time limited more powerful versions than they would be for simple cosmetics. Plus acquiring more powerful gear, mods, guns, and frames is really what keeps the game going.

  8. +10% gun damage would be too overpowered, but I get what you're saying. +1.

    If it was +10% pistol damage, it would make more sense, and maybe reward pistoleers a bit more.

    Obviously a few more things would be overpowered but I won't waste time pointing them out. I get what you're saying and it's perfect.

     

    Ya this definitely wasn't a here is a 100% balanced way to do this and more of a concept thing but I always throw stats in simply because it's easier to keep everyone on the same page. I just really want to know if anyone other than DE is like "yup, this whole system makes complete sense".

  9. With Ash prime out and bringing shields and armor I think that there needs to be a system in place so that all of the primes can be more systematic. There is no consistency about what extra stats primes give and it makes no sense, Frost and Mag give essentially nothing, Excalibur has armor, Loki has energy, Rhino has speed, Nyx has armor and speed? Rather than them just coming up with things on the spot on release and during reworks this should all be done so it has some base to work from.

     

    I think that Prime bonuses need to do a few different things:

     

    A: Highlight the Warframe's strengths and make them better at their role. (Nova's Energy)

     

    B: Cover for a Warframe's weakness to make them more balanced characters. (Ember's Armor)

     

    C: Just do the same overall stat buffs for every frame, Armor, Move Speed, Energy, etc...

     

    Possible A example

    Ash            10% Power Str, 10% Melee Attack Speed
    Banshee    10% Accuarcy, 10% Max Energy
    Chroma     10% Power Str, 10% Health
    Ember       10% Power Str, 10% Power Range
    Excalibur   10% Power Str, 10% Melee Damage
    Frost          10% Armor, 10% Health
    Hydroid      10% Power range, 10% Power Duration
    Limbo        10% Max Energy 10% Power Duration
    Loki           10% Crit Damage, 10% Power Duration
    Mag           10% Power Strength, 10% Power Range
    Mesa         10% Gun Damage, 10% Reload Speed
    Mirage       10% Power Str, 10% Power Dur
    Nekros      10% Power Range, 10% Max Energy
    Nova         10% Power Strength, 10% Max Energy
    Nyx           10% Power Duration, 10% Power Range
    Oberon     10% Max Energy, 10% Health
    Rhino       10% Power Str, 10% Shield
    Sayrn       10% Power Str, 10% Power Range
    Trinity      10% Power Dur, 10% Power Range
    Valkyr      10% Melee Damage, 10% Melee Attack Speed
    Vauban    10% Power Range, 10% Max Energy
    Zephyr    10% Move Speed, 10% Power Duration

     

    Does the way it is now make sense to you? How would you prefer it to be done?

     

    edit: added C

  10. While I do agree with mergings Zephyr's tailwind and Dive bomb. The second ablitiy is just like jet stream. I think Zephyr should have a ablitiy to fly or hover for a power drain or duration.

    My suggestion for tornado is it should be like Cataclysm. You should be able to cast it in the direction you are looking regardless of range mods or not. Instead of 4 tornadoes, only one tornado should be cast for 25 energy and you should be able to spawn up to 4. If you spawn more than 4, the oldest tornado goes away. As for the augment, funnel clouds. You're still allowed to cast in the direction you want, but instead of casting 1 big tornado, you cast 3 small tornadoes in the direction. It still cost 25 energy and is recastable, getting rid of your first 3 tornadoes if more than 12 are spawned. Lastly, instead of funnel clouds not lifting the enemy, it should stagger them, basically keeping them stun locked until the duration ends.

    Those are just my suggestions, Feedback?

     

    Ya I think being able to determine where you spawn your tornadoes would be really nice rather than them being super random. I wasn't throwing in any augments because this post would be like 4 times longer than it already is but that could work as long as the tornadoes seek independent targets or something but I think 12 tornadoes might start to cause problems from all the particle effects.

  11.  

    A lot of these actually sound similar to suggestions I've made myself at some point or other, so I'm all for 'em.

     

     

    These seem more like augments though...

     

     

    Ya I was just trying to give everybody something, either by expanding on what the skill was supposed to be doing or by filling in a gap in the kit. Some frames had moves that I didn't want to get rid of but still were lacking and stuff just got tacked on.

  12. excal just had its rework and then u place him still in the list with again different reworks? some people are just never satisfied...

    ps: some other frames reworks seems to be cool tho, goodjob.

     

    also for chromas poison element, perhaps it could work a a detox for ur team that removes element procs n creates immunity to them for ur self and team players within range

    Thanks for the feedback.

     

    For Excal some of it was some quality of life stuff with slash dash becoming super awkward with too many targets, Radial Javelin was because I thought it would feel better for his ult to amplify his kit and the Exalted Blade stuff is because the spin blind feels really awful and i thought it was going to offer a free mini blind why not a free mini slash dash and mini javelin.

     

    I didn't think of that for Chroma, I noticed that his poison gave stam which is getting thrown out of the game so I tacked on a bunch of debuffs but cleanse fits better with the defensive attributes given from the other elements. Hope you don't mind if I steal that and throw it in there instead.

  13. This is just a bunch of random ideas that I had since everyone is mad that X frame is getting looked at and not Y frame. Some of these would probably be busted but whatever it was fun to think about. Assume these are all post rhino/frost rework.

     

    Excalibur


    Slash Dash: Increase base movement speed, increase speed to next target each time it hits an enemy.
    Radial Blind: --
    Radial Javelin: While Exalted Blade is active the damage is increased by the damage of a blade wave and any enemy killed will explode into 4 blade waves scattering in each direction.
    Exalted Blade: Spin Attacks no longer have the blind animation at the end and instead blind near the end of the spin, normal air attacks will now be a mini slash dash without the ping pong effect, and ground slam will spawn a weaker radial javelin on any enemies hit by the shock wave.

    Rhino


    Rhino Charge: Rhino now runs forward with moderate directional control pushing any enemies caught forward ragdolling them and then throws them away from Rhino at the end of the charge.
    Iron Skin: Creates a shell around Rhino equal to 15/30/45/60 % of Rhinos Shields (Scales with Power Strength) and is revives Rhino's armor, Iron Skin can not lose more than 10% of its total health in a 2 second time frame, While Iron Skin is active he is immune to all cc,knockdown, slow, and drain effects.
    Rhino Roar: Enemies in the area of roar will be more likely to target Rhino over his allies.
    Rhino Stomp: Using Rhino stomp in the air will cause him to propel downward before casting Stomp.

    Ember


    Fireball: Ember releases a small quick burst of flame which explodes on impact with a target or obstacle. Casting Fireball multiple times in quick succession lowers the energy cost and cast time the ability down by 10% per cast to a maximum of 90%. Fireball can be held and charged consuming up to100 energy for up to a 500% increase in damage and a massive increase in explosion size.
    Accelerant: Killing an enemy inflicted with Accelerant now grants Ember a stack of Burning Fury, which increases all fire damage done by her by 10% for 15  seconds, stacks up to 10 times.
    Flame Blast: Fire ring damage now effects enemies inside the the area not just on the perimeter for 75% of the damage, and a second explosive ring will now detonate at the end of the abilities duration.
    World On Fire: Damage dealt from World On Fire increases by 5% for every second it remains active, it now also deals 25% of its damage to all enemies within its radius.

    Ash


    Shuriken: If an enemy is killed by Shuriken or its bleed Ash can cast an Empowered Shuriken again for free which deals 40% more damage.
    Smoke Bomb: Ash receives a 25% bonus to all damage while invisible
    Teleport: Teleporting to an ally will grant them a shield protecting them from 80% of the next damage taken, enemies will be marked for assassination increasing damage from the next hit taken by 80%.
    Blade Storm:--

    Sayrn


    Venom: Any enemies that die from venom now leave a spore on the ground which will explode and spread over the next enemy to walk near it.
    Molt: Now 15% of the explosion damage is dealt per second in the area and slows nearby enemies by 20%.
    Contagion:  Now also increases gun damage by 25% for the duration and causes all attacks made to have an additional 100% poison proc.
    Miasma: Now leaves a pool of poison dealing 10% of the total damage dealt by Miasma per second  in the area for 16 seconds.

    Hydroid


    Tempest Barrage: Number of shots per second now scales with range and enemies hit lose 10% of their armor and damage per hit.
    Tidal Surge: --
    Undertow: Hydroid can now slowly move in Undertow and use Tidal Surge,  all enemies encountered and held will take Tidal Surge damage and be swept into Undertow. When releasing enemies from undertow there will be an explosion of water knocking all of the enemies into the air and dealing 150 damage.
    Tentacle Swarm: Tentacles will now scale in size with range and will be able to hit multiple targets simultaneously.

    Nekros


    Soul Punch:  Killing an enemy with soul punch produces both a red and blue orb automatically.
    Terrify: Panicked enemies will also have their movement speed reduced by 30%
    Desecrate: Has a 100% chance to work. Corpses in the area produce a violent explosion dealing 40/80/120/160 damage to nearby enemies.
    Shadows of the Dead: Any enemy killed by a Shadow has a 40% chance to become a Shadow if the limit is not reached.

    Nova


    Nullstar: Antimatter particles will now absorb damage taken once per orb and and add that damage to their attack.
    Antimatter Drop:  Drop orbs can absorb 50% of the damage from another antimatter explosion.
    Wormhole: Wormhole will now suck enemies in like a vacume and spit them out at the other end dealing 75/150/225/300 damage and sucking up to 10 enemies before a collapse.
    Molecular Prime: --

    Mesa


    Ballistic Battery:--
    Shooting Gallery:-- Extend Shooting Galleries duration based on kills gained by the person currently effected.
    Shatter Shield: --
    Peacemaker: Peacemaker now equips Mesa with 2 Regulator Pistols allowing her to run around and fire them while also automatically shooting enemies in range for 50% of the damage and at a slower rate.

    Volt


    Shock: Number of targets now scales up with duration, can bounce between the same enemies multiple times if no new enemies are present. Shock can now be held to continuously deal lightning damage to any enemies in front of him for 3 energy per second.
    Speed: Also increases his reload and fire rate by 10/20/30/40%
    Electric Shield: Enemies that walk into electric shield will now be paralyzed for 5 seconds.
    Overload: Leaves enemies charged, the next hit will cause them to release an aoe electrical outburst for 150 damage and stun them for 3 seconds.

    Zephyr


    Tailwind: Dive Bomb will now be activated by using tailwind and looking down.
    Dive Bomb replaced with Winds of Glory: Zephyr creates a wind tunnel that blows in the direction cast for 15 seconds, the tunnel is 20m long, any allies shooting or moving with the wind will have increased movement and projectile speed, any enemies moving or shooting against the wind will have slow movement speed, fire rate, projectile speed. All enemies in the initial range will be blown back for 70/140/210/280 damage. Enemies will occasionally be blown backward out of the tunnel for 60/120/180/240 damage.
    Turbulence: --
    Tornado: Tornadoes will now actively seek out new enemies rather than moving haphazardly.

    Oberon


    Smite: Smite deals increased damage based on how much health the enemy has lost, up to 100%.
    Hallowed Ground: Hallowed Ground's duration and range now extend by 5% for every enemy that dies in its area up to a maximum of 100%.
    Renewal: --
    Reckoning: Enemies who survive Reckoning will be severely weakened for 10 seconds losing 25% of their armor and damage.

    Loki


    Decoy: Loki will now create a Loki specter with the same weapons that he has, Loki specter will deal 10/20/30/40% of Loki's damage and will start out in the hold position action but can be ordered to follow.
    Invisibility:--
    Switch Teleport: Switch Teleport when used on an enemy will now disguise the enemy as a Loki and you as the enemy for 10 seconds causing them to ignore you and attack your target.
    Radial Disarm: Now deactivates any enemy powers in the area for 15 seconds, auras, bubbles, anything.

    Vauban


    Tesla: Attaching Tesla to an ally will grant them 30% lightning damage (Similar to Shock Trooper Augment), using it on an enemy will cause it to deal an initial burst of 200 damage in an area and to shock the target along with another nearby enemy on each pulse.
    Bounce: Hitting an ally with bounce will create a bounce shield knocking any melee enemies away until used up, hitting an enemy with bounce will cause it to explode and bounce every enemy in the area dealing 60/120/180/240 damage.
    Bastille:--
    Vortex:  Has a chance to pull enemy projectiles, and cause them to miss or be absorbed.

    Banshee


    Sonic Boom: Button can be held down to charge for up to  additional 50 energy to release a massive wave dealing 300% increased damage and knocking back enemies much farther.
    Sonar: Sonar always puts a mark on enemies head/actual weak spot
    Silence: Enemies who are alerted have a 50% chance to become panicked during silence for 5 seconds.
    Sound Quake: Banshee can press 1,2,3 during Sound Quake to trigger additional effects for 10 energy each, 1 sends out a wave that pushes all enemies in range away, 2 pulses and pulls enemies in range towards banshee, 3 knocks all enemies into the air dealing additional damage.

    Chroma


    Spectral Scream: Can now move, attack, and fire normally during use.
    Elemental Ward: Poison now cleanses and prevents status effects while active inflicts nearby targets with poison, corrosive, and viral procs instead of providing stamina.
    Vex Armor: --
    Effigy: Effigy now costs 100 energy to place down and will remain until killed or deactivated.

    Frost


    Freeze: Leaves a patch of ice on the ground around the target when hitting an enemy and as well as when targeting ground.
    Ice Wave: Deals 30% additional damage to targets with active frost procs.
    Snow globe: Frost receives 25% damage reduction while inside a bubble and retains that buff for 10 seconds after leaving one. Allies receive half of the effect.
    Avalanche: For each enemy killed frost will have an aura of cold (Ice Eximus Aura) 15 meters around him for 3 seconds.

    Limbo


    Banish: Holding Banish now activates Rift Walk
    Rift Walk replaced with Negative Impulse: Limbo releases a wave of energy that deals 60/120/180/240 damage to enemies on the same plane and 90/180/270/360 to enemies on the opposite plane in a 20 m area.
    Rift Surge: Deals 30/60/90/120 damage to all enemies in Rift plane when activated.
    Cataclysm: --

    Mag


    Pull:--
    Shield Polarize: --
    Bullet Attractor:  If there is remaining duration when the target dies the attractor jumps to a new target for the remainder of the duration.
    Crush: Now rag-dolls and pulls all the enemies together into a floating pile smashing them together and suspending them in the air before releasing them. Any enemies that walk into the area after the ability is cast are also pulled in.

    Mirage


    Hall of Mirrors:--
    Sleight of Hand: Duration increased to 40 seconds. Causes MOA Cabinets to spawn a friendly MOA, causes Reinforced Glass to shatter sucking enemies out and close without the need for a hack. Will cause the first enemy to get close to a defense target to trigger an explosion.
    Eclipse:--
    Prism: Prism will fire an additional laser at any enemies in your crosshair.

    Nyx


    Mind Control: --
    Psychic Bolts:  Bolts will now swarm around the battlefield seeking targets for 6 seconds after hitting their first target.
    Chaos: Enemies take an additional 20% damage during chaos.
    Absorb: --

    Trinity


    Well of Life: Increase maximum health gained to 200/400/600/800
    Energy Vampire:--
    Link: Trinity can link with an ally and an enemy and transfer damage that either frame takes to an enemy.
    Blessing: Blessing clears any active status effects when activated.

    Valkyr


    Rip Line: --
    Warcry: -- Warcry automatically activates if Valkyr falls below 20% health.
    Paralysis:--When Valkyr's shield is broken an instant Paralysis is cast dealing damage as if her shield were full, this effect can only happen again after her shield returns to full.
    Hysteria: Valkyr becomes immune to any cc,disable,knockdown,or drains for the duration of Hysteria. She is no longer immune to damage during Hysteria and does not mark enemies. Valkyr gains 50% temporary health and 10% life steal during her ult, each kill instantly heals 15% of her missing health and each attack that damages an enemy increases her melee damage by 1% for the duration of Hysteria. Each attack deals 50% of its damage in a 3 m radius around the target.

     

    edit: format

  14. I think it would be fair to slow down Rhino, since he is the fattest frame, and still one of the fastest, plus there are too many advantages in Iron Skin. He's increasing his density, his weight should increase too, and it would justify the immunity to knockdowns.

    I'm tired of seeing a frame so huge with such a heavy protection running faster than 80% of the other frames.

    If the slow-down for the ability is not tolerable, I would like to see both of the editions of the frame receiving a global speed reduction to be more in line with his stature.

    To me, it's Valkyr and Excalibur who are closer to the "mobile tank" archetypes. They should clearly outclass Rhino in Sprint Speed/agility (jumps, movements (make longer/kicker rolls/dodges, etc).

     

    But again, this is just an opinion, and I do not pretend to be right. I respect your feeling about Rhino. Having a warframe powerful in everything is cool, I won't deny that. ^^

    I was just trying to address my feeling of unfairness about him when compared to other frames, and the reputation of this frame to be a noob frame because of all the advantages of Iron Skin. I think it comes from the fact that this ability is too easy to use with too many benefits. The lack of counterparty of using it is the source of many lazy behaviors with Rhino (which is a shame, givin all the possibilities given by the 4 powers). I'm referencing to dudes performing: Spawns in mission, Casts Iron Skin, rushs through everything without brain, sometimes uses Stomp, end of mission/leaves before first rot C.

     

    Rhino is not the fastest frame, Rhino at base is the slowest frame. Rhino Prime with a discontinued helmet is the fastest. It's hard to listen to anything that you have to say when you clearly don't even understand anything about the game your trying to comment on.

  15. All these people wanting Rhino to be even slower seem to forget that regular Rhino is already at the slowest base speed in the game, his Thrak helmet allows him to be even slower. Try just running not dashing against a faster frame and see how slow he really is. For some reason Rhino Prime has a speed boost, and the Arcane Vanguard helmet offers another speed boost letting people reach very high speed, but putting a slow on Iron Skin would be mildly irritating for someone already running prime/vanguard but it would be soul crushingly slow and unplayable for someone who joined post helmet nerf without access to prime.

     

    Another thing, very few abilities in the game come with punishments, in order to justify a skill suddenly having such a severe downside it would have to be an incredibly strong skill. If you think Iron Skin is giving players immortality, you are either a very new player who has yet to actually hit high level content or are very bad at this game and seem to forget that there are other frames who can achieve real invincibility.

  16. Rhino is fine, he done need a buff, he dones need anything...

     

    Ember

    Hydriod

    Volt (Now that Excal is so good)

    Nekros

    Limbo

     

    What about all these frames that are are in need of a buff, why are you ingoring them..

     

    Rhino Roar for 1 minute and a half is extremely OP, the 50% damage buff is already ridiculous in conjunction with FULL INVINCIBILITY

     

    This is a bad decision and will only serve to widen the gap between good frames and bad ones. 

     

    Yes there are other frames that need a buff, but I assume DE is doing the ones that take the shortest time to rework and the ones that are more popular or important first before getting to the niche frames.

     

    If you think rhino is invincible then you are clearly a very very low level or a terrible player who can not access any of the more difficult content, Iron Skin scales very terribly with increased enemy damage and is essentially instantly peeled off at higher* levels.

     

    edit: meant higher not lower

  17. DE makes a character who is the most effective damage dealer by standing still and holding a button, people shocked when players stand still and hold a button.

     

    I think she would be way more interesting if her ult gave her two pistols based on her current weapons stats with greatly increased damage, fire rate, accuracy, and reload speed while letting the player run around and shoot while she constantly automatically fires at enemies like she does now but with lower damage and frequency.

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