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(XBOX)WafflyLearner89

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Posts posted by (XBOX)WafflyLearner89

  1. I know he is not even out yet, but I still find his abilities missing something. Don't get me wrong, I like all his abilities, its just that his passive, 1 and 4 could use some fun mechanics added to them.

    For starters, majority of my ideas are inspired by platinum games Vanquish.

    Passive: holding slide allows gauss to rocket slide around at a constant speed which slightly drains his gauge. Can be used as a drifting button for his 1.

    1494453073-giphy-10.gif

    4fQ1WVJ.gif

    GloomyAdoredAmericancrow-max-1mb.gif

    sliding.gif

     

    1st ability

    While running, gauss can hold the melee button when an enemy is in a 1 meter radius to grab the enemy and drag them across a surface (floor, wall, etc), heavily damaging the enemy. While enemy is being dragged, enemy should be rag dolling like crazy for comedic effect (and also cause why not?). Release melee button to slow down for a second to aim and throw enemy at others, acting like a kinetic projectile. (this idea was actually from god of war 2018)

    1:05-1:10

    Additionally, tapping the melee button will result in gauss quickly sucker punching an enemy with a jump kick

    4fQ1WVJ.gif

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    4th ability

    when activated, gauss is always sprinting and the sprint button now acts as a time slow down ability (a lot like vanquish mechanic)

    -option to make the button a hold to activate or a toggle button

    -would be a radius and not affect the whole map

    -slows down enemies and enemy actions by 50%

    -slows down gauss by 10-50% (can be adjusted to player's desired slow motion speed) along with his actions (allowing with planning attacks, dodging attacks, lining up shots and just looking awesome)

    -will have an option to make the self slow motion affect apply only when holding the aim button or in general

    -would drain gauge at a medium to slow rate

    -work in progress ideas, but you get the idea

    PBwrXXO.gif

    dodging.gif

    b0af74318563b449c62f7d8817e6fe4dca0fcc41

    shooting.gif

    TLDR:

    gauss would play a lot more like the main character from vanquish and would be really cool in my opinion.

    • Like 1
  2. 1 hour ago, (XB1)GearsMatrix301 said:

    There have been some stealth nerfs like the loss of momentum and I think the loss of proper targeting to the enemy in front of you.

     

    1 hour ago, taiiat said:

    ah. that, yes possibly. some Melee Weapon Categories may have experienced changes on whether you can walk while using the Melee Weapon or not.
    all Melee Weapons should just be able to do that, sigh

    Those are probably the nerfs mentioned. Thanks so much. Will be mentioning these in my post for my ideas for melee 3.0

  3. Just now, seprent said:

    i don't recall but i want to say after but i'm not sure just as a heavy weapon melee user when that dropped and i was getting repeatedly interrupted mid swing by every knock down in the game (lancers, gunners, bombards, moas, ect) i've been salty about it ever since and turned the game into a 3rd person shooter and really only use melee for the directional slams or swap to since it's faster than reloading.

    yeah melee is not doing so hot right now. I'm actually working on a post on how I would rebuild melee to make it more interesting. was trying to make sure to find all the parts that have reduced how fun melee was and what would make it better. 

    That nerf may not be the one I was thinking of but sorry to hear that it screwed you over. Hopefully DE will fix it.

  4. 3 minutes ago, seprent said:

    wasn't the stealth nerf that was boldly put out in the patch notes when that happened gif included of a excalibur doing the wall slide attack and it not working

    the only stealth nerf i can think off is the lost of melee momentum when the chimera update dropped after that update momentum didn't work no matter how hard you tried to do so 

    chimera was before or after melee 2.9? That may be the nerf that I heard being brought up in the melee 2.9 mega thread.

  5. Personally, I would think a better idea would be to add an option to use unarmed animation set that is currently equipped on a warframe while melee is out. Allows us to use the animations sets more often without constantly having to pull out a scanner and allows for more fashion framing during missions. 

  6. On 2019-07-16 at 5:52 PM, vaarnaaarne said:

    That's never been the issue or the solution. Stances can work fine in principle, and they *should* always perform better than Quick Melee (or, stanceless melee as I suppose it could be called) on every metric. The issue is that the input design has been fundamentally wrong, and a lot of the stances just weren't made right. For every Tempo Royale, you have somewhere between 3 to 5 (perhaps more) Brutal Tides.

    What's needed rather is reworking stances and their inputs, which DE has said is on the schedule (albeit no mention whether or not they address the big bugbear in the room, RMB switch and Autoblock, which would still screw with melee even with functional inputs) with associated review of combo loops, which is where a lot of work should be put in because the loops need to be polished to match the input and the desired effect (ie, how Forward combos should work basically like a superior quick melee). Seven page muda capable Fists and Sparring stances would be an example of reworks that would fall in with revised inputs perfectly (in this case, most likely as a neutral RMB input for staying relatively still while inflicting a huge amount of damage in a wide forward arc).

     

    Also there's more to getting that sort of barrage's LOOK right than just fast animation like old Quick Melee one-two punches at enough attack speed. The aesthetic of that type of attack just doesn't work like that, there's more to it. A good example of this is when the live action Fist Of The North Star movie tries it, not that anyone should watch that movie and making someone watch it is probably against some or multiple international laws. That's honestly the biggest issue that sort of combo would have to contend with in Warframe, whether or not the visual flourishes required (a basic example being "duplicate" fists to convey greater speed than upper body movements could ever portray) are doable or feasible to do in terms of investment needed.

    I think the best example of combo input would be for honor. Every frame of animation of an attack in a combo is assign to a button input. The moment you stop pressing the button, the combo stops. Shinobi and peace keeper are a good example of this concept. Most stances lock you into an animation that could fit in some more button inputs (looking at you brutal tide). 

    Imagine a version of brutal tide that would involve you pressing the attack button for every swinging kick in the combo.

    It also would help if we could just have a heavy and light attack button. 

  7. On 2019-07-09 at 5:28 PM, SortaRandom said:

    As someone pointed out to me in another thread, we can easily have manual blocking with the quick-switch system if "switch back to gun" is moved from "aim (RMB)" to "reload (R)" (i.e. pressing R in melee will switch to the gun without actually starting a reload).

    This lets RMB be used for both aiming and blocking depending on the mode, without introducing any new buttons or hindering the quick-switch system. It also keeps "switch back to gun" on an intuitive, gun-related button that everyone's already used to pressing.

    I actually think the reload/interact button should be used as a heavy attack button instead. Would remove the movement based combos along with the pause combo. If anything, what they had with the switch weapon button pre 2.9 was fine, it just needed to make swapping instant and remove the need to hold button to switch to melee (still don't understand why that was a thing). The two buttons to switch to gun from melee may have sound good on paper, but definitely not good in execution or the long run. 

  8. I feel like the only reason block button was changed was so people could have the option to hit the target with accuracy or just to ready the gun (both not good reasons to remove manual block rather than improve the system). A better idea could be would be when the fire button is pressed, it immediately auto locks onto the enemy closest to the reticle and hits them, then the person can aim afterwards and continue firing. Additionally, just removing holster speed and making it instant and allowing use to use the switch weapon button to cycle between melee, primary and secondary would be just as good as the the "streamlined system" we are forced to use. 

  9. Personally I would love it if they could make arch wings control like the space ships in star wars battlefront 2 or anthem javelins (leaning towards the javelins)

    Heck, if the controls are made better, they could probably also rework zephyr by replacing her 1 with the ability to fly like an arch wing for starters. 

    • Like 1
  10. I honestly don't get why they don't just reward nora/wolf creds whenever you complete a feat. Could give a fixed rate of 10 creds at least. By doing that, players can earn the cred offerings faster which is what it should have been when they replaced alerts. 

    Alerts required you to complete a mission and would then give you the reward. The problem was it was random and required you to be at the right place at the right time. 

    With night wave, you got a bunch of options, but it takes a lot of time to get the creds just for ONE item. As a result, it takes as long, if not longer, to get the rewards compared to alerts.

    • Like 1
  11. 16 hours ago, HealingMind said:

    Firstly, "forward + melee" in my opinion is really bad as a moveset. It's fine on Wukong's 4, because he gets a lot of range and the moves are good general sweeping moves, but for melee weapons that don't have good range, such as Sparring or daggers, I don't think it'll be that good due to those weapons basically needing to be pressed into the enemy, meaning those weapons will mostly be stuck with whatever that stance move is. The "mash e while neutral" stances is real good, especially the beginning twirl that generates so much combo and status . The block combo I don't see much use for other than fun factor (and E X P A N D memes) since Wukong has so many ways of dealing with crowds or not caring so much about them, including just smacking them with the staff regularly, and the damage is really slow. The "gap closer" move is just bad, there's so many better ways to do anything you'd want it to do, including other moves in the stance. There's interesting ideas here, though I think there are some really strange ones.

    To be honest, they could have just tried adding a heavy attack button that performs stationary combos and a  light attack button that performs agile combos. The heavy attack button could easily be bind to the reload/interact button as when melee is out, the button has no use other than interact.

    • Like 1
  12. I think an ai revamp would do wonders for the game. This goes specifically for enemies. Would be nice for once if the difficulty would increase based on the enemies getting smarter rather than them just one shotting all the time

  13. 23 hours ago, Birdframe_Prime said:

    With all enthusiasm, it's still there on Twitch (the stream temporarily died mid-way, so there's two halves of 25 minutes up on their official Twitch page).

    Go check it out, Cloud Walker is fast now, really fast. The entry and exit animations are nearly instant, the duration is low, it heals really fast (from the points I was actively paying attention to, Reb died, triggered the new passive and was set to 50% health and Cloud Walker healed that up entirely in about 4 seconds), and while you can just hang there in mid-air if you'd like, it now moves about as fast as a full-strength Volt in 3D space. It still staggers enemies, and you could probably use the Augment quite actively now to cover an Ally whenever they need it (I can see it being useful on the Rescue missions if it works on the NPCs, the same way that Invis Arrow from Ivara works). 

    Also, despite the whiner above, you can also cancel out of the ability with Melee to do surprise slam attacks or aerials, so you're never just locked into it, you can actively use it to reposition at any time. Oh, and for the part that everyone wanted: it no longer triggers laser traps.

    Outside of that you get to see some of the really nice bits, like the Clone being clever enough when using Melee to actually run up and melee Nullifier shields to reduce them without cancelling itself as an ability, something most players can't do reliably, the new 1 Augment to have a pocket Rhino Stomp for only 25 base energy (direct the clone to do it), and the new smoother melee combos for the Iron Staff.

    Honestly speaking, he looks fun. Far less like the mindless 'stand in direct line of fire all you want' and more actual Monkey King style of 'teleport into the room, confuse your enemies with a clone, taunt everyone in range, defy the damage they throw at you and pay it back with a sweep of your staff, and then mop up the rest with your staff, your clone or even a gun if you'd like and if they actually manage to get close to hurting you just leap into the clouds again to surprise them again.

    Sure, transformations would be also on theme, but in the limits of Warframe's engine... the combat style seems to be just right.

    I never really thought about how limited the engine is (I forgot that games have an engine). Also, you make some good points about cloud Walker. The ability itself was my only complaint about the rework. I already had full confidence in the rest of the kit. Especially the 1st ability as it has an "attack this target" button which reminds me of the recent god of war game that has a dedicated boy attack this button (though I think it would be nice if as you level up wukong, you get more clones so you could have a monkey gang).

    I will look at the stream when I get the chance but I do feel a lot better about wukong now (though I still wish he could have the ability to transform into different animals).

  14. Did not see the stream nor did I know they did one. However, this is definitely biased, I still think cloud Walker should have been replaced with an ability that allows wukong to transform into different animals like in his lore with the 72 transformation thing.

    Maybe cloud Walker is actually good know and just one of those abilities for me that doesn't look as appealing from face value, I honestly don't know.

  15. 5 hours ago, Tinklzs said:

    We are already too powerful as it is, between rivens, warframes (some more than others) and meta weapons.  

     

    Players need nerfed, enemies need redesigned in scaling. I'd be fine with an augment slot AFTER that - but not before.

    A very strong, no.

     

    This 1000% especially if enemies would get more difficult through strategy and counter play (dark souls enemies would be a fair match against warframe if you think about it) rather than bullet spongy one shots enemies. A new enemy type being introduced as difficulty goes up would also be much better. 

    As for mod slots, maybe ONE augment slot and a rework to forma so you won't have to level up your frames back to 30 only to have to rinse and repeat. That and polarity stacking would be nice. 

  16. I find wisp to look quite interesting from what i've seen. 

    However, I have a an idea for will o wisp and breach surge (the latter being replaced with a different ability) 

    For will o wisp, increase the speed of the specter for tapping the button and when holding the button, wisp creates a portal icon that she can use to teleport to the targeted spot (think reaper's shadow step from overwatch combined with nurse's blink from dead by daylight)

    For breach surge, I want to replace the ability with one that works similar to interceptor's wraith strike from anthem. Wisp summons a specter that attacks the closest enemy or targeted enemy. The specter then warps to a number of nearby enemies within specter's attack radius. The specter will wrap to enemies that have already been attacked if specter still has some charges (affected by strength) remaining. If used while undetected, the specter will perform finishers on all nearby enemies. 

  17. Never got a chance to play raids. Heard it was buggy but fun. Also a lot of the enemies and bosses tend to be pretty easy to shred through with really strong builds unless the enemies are covered with armor.

    Definitely agree with you regarding the AI. Would love it if the AI being more strategic for difficulty rather than them just getting more health and armor. Hence why I suggested weaker stalkers.

    Still like my idea of limiting frame/weapon selection and build option to prevent people from building op builds and shredding through the game mode while also allowing for puzzles that can be solved with thinking and teamwork (like an escape room) or with the use of one specific war frame ability. I also think creating levels with multiple layouts would help keep things fresh even when you have already visited that level. Or the fact that mine could have it that every frame is scattered around the level performing their task to progress the mission so everyone has a part to play (one is distraction, one infiltrates, one steals, one flanks, etc)

    your idea seems interesting as well.

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