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Zendoker

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  1. The changes to armor and shields are quite good, I'm glad that armor will finally stop reducing damage so absurdly, and the unique shield mechanic will finally become more important as enemies level up. However, it seems to me that such changes will not make corrosion and magnetic important enough statuses. The problem is in the very idea of these two statuses. Each of them affects only one of the enemy's defense mechanics. If one of them affects damage more than the other, the logical solution would be to use only the status that will affect damage more strongly. (What is happening now, corrosion has a stronger effect on damage - it is used more often than magnetic.) If both statuses are equally important to damage, the most logical solution is to use both at the same time, which makes it worthless to separate them. Or don’t use them at all and look for a more universal approach. I think it's worth making both statuses more useful for use across all factions. For example, you can make corrosion a status that will reduce both armor and shields, and give the magnetic status a new effect.
  2. Despite the strong effect of this ability, it needs a buff. Pageflight is very important for dante, as more statuses = more damage. The problem is that owls cannot be controlled, which often leads to situations where they can ignore important enemies. I suggest these ways to solve this problem: 1. Make it so that the effect is applied in a small radius. (For example 5m) 2. The effect can be applied by any action of Dante and his allies (For example, an attack by Noctua, including Wordwarden)
  3. The main way to deal damage on Dante is to use several Dark Verse, the damage of which is then multiplied by Tragedy. Dark Verse already has a LoS check and at the same time deals damage at an angle of 50°, which means the standard combination of 3+3+4 already required positioning and allowed Dante himself to kill only those enemies that he could see. However, without checking LoS Tragedy allowed the team to make builds specifically that would synergize well with Dante and make it interesting to play. This is no longer the case, which simply made Dante less useful and interesting when playing in a team. The only reason for this nerf that I can see is that it was possible to destroy enemies outside of LoS using AoE weapons + tragedy. However, this style of play was less effective than others, and it was also a problem due to the excessive power of the AoE weapon, not Dante.
  4. This is a pretty bad idea. Eximus were a response to the fact that CC sources were too strong and there were too many of them, it was a much simpler solution than nerfing and changing many abilities. Before the Eximus change, all you needed was to have one CC frame on your team to be immortal. If you suggest that CC abilities simply make the enemy available to hit, then this will not solve the problem. Players will still want to have as much damage as possible, and having a mandatory CC ability will just reduce the damage they will have a little. (By the way, if ALL CC makes Eximus vulnerable, then this will not change anything at all, since all frames have at least some form of CC.) Eximus were supposed to be a test of how well you can use your abilities to kill enemies, and not just press CC ability and stand afk, while all good CC frames had a way to help with killing enemies in one way or another. The problem with Eximus is that they ignore more than just CC. OG protects from ability damage, from Debuff abilities, from unique interactions that help kill enemies (Breach surge's sparks), OG even ignores the statuses and vulnerabilities of enemies, all that matters is big weapon damage buff. It seems to me that there are 2 ways to solve this problem. (At the same time, it is also important to stop adding challenges like “All enemies received OG”) 1. (The idea is based on the fact that most CC frames have ways to increase kill speed, but it's not just a weapon dmg buff) Keep ignoring CC, but remove the rest of the defensive mechanics. This will make it harder for CC frames to kill OG enemies, but they will be able to focus their attention on them. DD frames will be easier to kill enemies with OG, but they will always have to take into account other enemies. 2. OG should receive high protection, including from weapons and ignoring buffs, but there should be special ways to easily destroy OG, for example, such a function could be given to the operator’s abilities. (Zenurik's head damage bonus from Temporal Shot will be higher for OG, Naramon's Sling Stun will allow you to instantly destroy OG with a finisher or deal more damage to OG with melee, Unairu's Magnetic Flare will significantly reduce OG.)
  5. Sometimes I say something like My boy/My girl, in relation to warframes. How to talk about Xaku in the same way? My warframes? My skeletons? My trio?
  6. Since the Zariman update, this mode has not appeared anywhere else. I can understand this, since there was a phase of active support for Duviri, and this mode also requires choosing good operator equipment. But I think in the future it’s worth adding more missions of this mode, at least for post-TNW content. Why is void cascade worth adding to albrecht's labs? 1. The gameplay suits this location perfectly. Albrecht's labs are located after TNW, meaning that players have access to good equipment and mods (Or at least places where all this can be obtained.), which means they can be challenged. At the same time, the void cascade gameplay does not greatly limit the player’s equipment, unlike, for example, disruption, (This means that the player is unlikely to find himself in a situation where all his well-builded equipment does not fit the mission.) but it also requires a well-made build and teamwork. The rooms in the location are large enough to easily place exolizers in them, while most rooms do not have many obstacles, which makes it easier to track the status of each exolizer. It’s also worth noting that the location’s narrative involves the use of the operator. 2. Items added in WITW look great as rewards in it. Void cascde is currently associated with farming arcanes, and since new melee arcanes were introduced in WITW, it seems to me that it would be logical to give a mode that will allow players to farm them endlessly. Moreover, since cascade allows to achieve a kind of “endgame” its rewards can be legendary melee arcanes, even with a low drop chance. Also, new tome mods would look much better there as a reward, since the efficiency of farming rotations in it depends on the effectiveness of the players’ actions, which is why the player will be more willing to spend energy on completing it.
  7. There are several ways to solve the problem, even using mechanics that are already in the game. CD (Already present on some frames), multiplying the required energy on the 2nd and subsequent casts (Already present on railjack abilities), activating the ability after a short period of time (Like pillage), blocking the ability with walls (Pillage again), LoS. I think you can find more if you dig deeper.
  8. Some melee weapons have the ability to fire projectiles and make explosions - they don't have the key melee issues that make melee need a buff. (Follow trough, low range, low damage, non-variability of builds.) Also, increasing the damage of these projectiles will lead to the fact that "melee-melee" will continue to be ignored by players, because it will not be able to compete with "boomstick melee". (It's probably too late to ask for this, but at least I tried.)
  9. I agree that we need to get rid of the stat stick system, we don't have rivens on warframes for a reason. However, it is important to return all mods to the exalted weapon. At the moment, exalted weapons have limitations that are not justified by anything. If you allow all the mods to be used, then everything should be fine. Though compared to the new melee arcanes exalted melees may suffer this could be remedied by adding new ability synergies.
  10. Currently, the Ally Mandachord Volume setting affects both Mandachord and Shawzin. Is it possible to get separate settings for this? Essentially, these two instruments serve different purposes and are used in different situations, so I don't think it makes sense to adjust both with the same slider. (Unless there is some technical difficulty in implementing this.) The volume of your own mandachord and shawzin are separated, by the way.
  11. Thermal sunder has left the chat. Coil Horizon/roar have entered the chat. (Seriously, when using fire-oriented weapons, it is much easier to kill the enemy with the weapon itself, and not with a thermal sunder)
  12. Let me point out that we don't need "More" work, but rather "Different" work with the thermal sounder. The nerf didn't fix the main problem - easy killing of mobs with mindless spam, but it deprived us of really interesting things (On SP you had to get several stacks of fire before you could kill the enemy, which wasted more time and energy, but covered a larger area.) And Simply reducing damage or area will not solve the problem in any way. DE needs to somehow counter spam. There's usually a CD for this, and I think it would be great here. DE can also increase the amount of energy for reuse, as has already been done in RJ (By the way, this was done there as a counter mindless spam and works quite well.) Or make the explosion damage depend on how much damage the fire statuses ALREADY DID. (Since the damage from cold statuses is already significantly less, and the cold status does not deal damage by itself, spamming cold will not be as effective a strategy.)
  13. Void cascade. In about an hour I managed to get enough lamps to craft almost everything. I had a resource multiplier. This is essentially an endless mission with a large number of enemies who are CONSTANTLY coming at you to attack. An ideal place for farming.
  14. Well, nourish deals 250 damage, which can be enough on a regular star chart if you have enough strength, and it also applies 10 stacks of viral status effect. if you use buffs that increase the damage of abilities, they also increase nourish damage. It's very difficult to say for sure without seeing the screenshot and build.
  15. This stage is the most boring and essentially encourages inaction. The best tactic now is to set the defense/cc ability and just do nothing so that the enemies attack you less. It seems to me that adding enemies whose killing would reduce the time of defense (And also increasing the spawn rate of enemies) would make it more interesting. It would also be possible to make killing a certain number of enemies an additional task.
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