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(XBOX)WafflyLearner89

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Posts posted by (XBOX)WafflyLearner89

  1. 42 minutes ago, (PS4)chibitonka said:

    two words.

    NIghtmare Starchart.

    If you're a nightmare mode fan you'll know what i'm thinking 😛

    I have never played nightmare mode and in all honesty, that is not what I am going for. 

    My endgame consists of maps with different layouts, puzzles that need a specific warframe ability to solve or teamwork to get it done, different enemies that are like weaker stalkers, unique bosses with difficulty level being like dark souls (since we can move around fast and have very strong arsenals) with different phases and mechanics that make fighting the boss a fun ride. Additionally, mission types like a infiltrate base or assault or other modes could have phases that start with either together or with players at different spots of the map (each with a task to complete in the area before grouping up). Phase 1 would be sneaking into the base without being detected with the next phases involving different tasks with different elements to be thrown in to shake things up. Basically, a project that would be a lot of work like railjack and fortuna combine, but allows for replay-ability and gives players that have done everything available a game mode that is refreshing and keep players entertained for a few months to allow for time to push out content.

    Nightmare star-chart would not be as thrilling in my opinion and could get tiresome quickly.

  2. Either they need to get rid or mod capacity as it just makes applying forma and leveling your frame multiple times a chore, resulting in players probably getting bored with that frame.

    OR

    Remove the whole resetting your frame back to rank 0 every time you forma cause it is nothing more than an annoyance at this point or make it that a forma applies all polarities at once (both combined together would be recommended).

    Either way, the way the mod system limits customization has no pros that outweigh the cons in the long run.

  3. So I have this game-mode of sorts that I feel would be good endgame content but could turn out to be stupid. The idea is this:

    setting: Unique levels that have different layouts for different mission types and replay-ability. Here, you and three other frames either start together or in different locations. The starting point could be your team outside an enemy base and having to sneak in or one person is in the front ready to cause a distraction while another player is in the vents navigating and working on shutting down the security systems. On the channel, different characters will either give your team one task like sneak into the base or a different task for each player to do on their own. As you progress through, your team will run into puzzles that require using your abilities or thinking skills to solve. Your team does tasks similar to the missions available in the start chart mixed in with puzzle solving, cooperation with each-other, mini bosses and unexpected surprises. An example could be being split up and each player would need to fight a stalker like enemy to continue the mission. Another one could be clearing out a room filled with stalkers. sometimes, you will even need to use your operator and the skills with it to progress forward. At the end, you would face a final boss that has phases, unique mechanics, and enough health to make it that four players can't mindlessly hack and slash to finish a boss quickly. The bosses would sorta be like dark souls bosses difficulty and mechanic wise to challenge players to think things through a chain attacks rather than spam or rely on high damage output weapons.

    Every faction will have their own level design for this endgame with unique mechanics and conditions in each level. The endgame mode would refresh after a week. This was an idea that has been siting in my head for a while. Hopefully it makes sense and if not, ask me to clarify where it seems unclear so I can polish my idea further.

    There is also two things that is important to this game mode:

    1. the Endgame mode has only 4 selected warframes and specific weapon types (i.e. only sniper rifles or throwing knives) that can be used in this mode which changes after every refresh. So if one week allows you to pick from Garuda, Oberon, Wisp and Ash, the next one would need Trinity, Rhino, Excalibur and Loki. This allows for puzzles or level designs to be made that require the use of a specific warframe ability. Additionally, if you have already played this mode as one of the four warframes available, you will have to choose a different one to play the mode again or wait a week for a new selection. Once you complete the mission as all four, you can go again as any of the four frames. This means that to access this game mode fully, the player would need to have every warframe and know how to use it.

    2. Along with a limited selection, a frame and/or weapon must be modded to a frame's build condition (i.e, Excalibur must have 100% efficiency, 150% range, 125% duration, 200% strength, adaptation and chromatic blade). This allows for more encouragement to collect mods, use mods that are not meta and to experiment with different builds. Makes people more flexible and could prevent players from using builds that are overkill (frames like mesa and sayrn come to mind). Problem with this idea is the amount of time and patience having to forma frames just to fit it on (which could be solved by getting rid of mod capacity as it is pointless and limits flexible experimenting, but that is for another thread that I will make eventually).

    As for the rewards for completing the game mode, reward pool should have unique strong weapons that have a unique secondary feature, really cool attachments, skins, new interesting stances, creative mods, etc. It will have one guarantee reward for completing the mode: platinum.

    Currently, plat is only obtainable through the market or trade chat with no actual way of obtaining it game-play wise. The plat you gain from finishing a mission would vary depending on the end score of the team or yourself. A low score will give you 25 plat, a medium score will give you 50 plat and a high score will give you 75 plat. You can earn these rewards 4 times allowing you to get a good amount of plat for your skill and teamwork. 

     

     In order to access this endgame, players must have completed the star-chart and have access to all warframes available. This makes sure that players will have the opportunity to try out different frames rather than sticking to their mains.

    I hope my idea makes sense and is somewhat good. If you have any tips to add or ideas to add, feel free and I will try to take them in to improve my idea. Thank you.

  4. 3 hours ago, vaarnaaarne said:

    Far too slow, completely antithetical to the *necessities* for melee in the meta of Warframe. You'd have to change EVERYTHING about the game for that kind of system to fit in instead of simply rendering melee unviable. It's the same reason why DMC is not what you should look at as the goal for Melee 3.0: It's 100% at odds with what you NEED in Warframe's game meta. Melee *cannot* focus on a single target (if you do, your DPS is a failure because you have to kill within first few hits if not the first), EVER, in Warframe, and it cannot be moving away EVER. You must hit as many enemies every swing as possible, and kill as many of them as fast as possible, and you must *never* not be swinging as fast as possible. These are the *necessities* that must guide Melee 3.0: It must be fast, it must be wide, it must have controls adjusted for the speed it must reach, and it must move like a maglev battering ram on crack. Because melee will *always* have to stack up against how guns do DPS in Warframe, no exceptions.

    Unless the way guns, enemies, and the entire Mod system is changed vastly, a change in combat like this simply renders melee useless.

     

    EDIT: That's really what we need to keep our focus on: What sort of things does melee need within the context of Warframe's gameplay, not how melee is in some other game that has a fundamentally different gameplay from Warframe.

    Yeah you do have a point. I just want them to focus less on trying to streamline the system and try to be creative to freshen up the melee system. My main reason for being so excited for 3.0 was that I thought they were going to add a heavy attack button and improve stances to be more mobile and less clunky. Also a lock on target would not hurt to make it easier to not just swing around and miss your target.

    I would also like if they could hire someone to significantly improve the enemy AI so difficulty is just new enemy types and enemies just being more strategic rather then a bunch of one-shot enemies with high armor and health (I would even be accepting of a damage nerf on our behalf if it meant that the AI was smarter and less bullet sponge like with insane damage output). 

    I get the whole hit fast and move on strat, but that tends to get stall after a lot of that and results in having enemies hitting harder and tanking more damage. They should freshen up melee and make it more detailed rather than taking out the depth (although melee did not have that much depth to begin with). If it takes longer to kill enemies in exchange for having a good time, then so be it. Games are fun first, meta second.

  5. With the fact that melee will most likley never get their own animation sets like primary and secondary weapons, it would be nice if we could use the unarmed idle pose and animation while in melee. This would not be as hard as it can be done but requires constantly reequipping a scanner in order to get there. Additionally, it will allow players to fashion frame even more in missions.

    Example: My fashion frame for nidus makes him look like Marvel's Carnage. In order to really sell the look, I use the nidus agile stance to make him look menacing. However, whenever I use my melee weapon, it no longer sticks to my chosen animations and just goes to default. The only way I can use the animation is by equipping my guns which is annoying since Carnage does not even use guns nor do I like when the guns are out. It breaks the cosplay for me. Also, I like using melee more than guns any way so that just adds to my annoyance. 

    This also becomes a problem when wisp is always walking/running with melee out which really sucks as it really sticks out like a sore thumb.

    If we could at least just get this as an option it would make things so much better.

  6. So I have this game-mode of sorts that I feel would be good endgame content but could turn out to be stupid. The idea is this:

    setting: Unique levels that have different layouts for different mission types and replay-ability. Here, you and three other frames either start together or in different locations. The starting point could be your team outside an enemy base and having to sneak in or one person is in the front ready to cause a distraction while another player is in the vents navigating and working on shutting down the security systems. On the channel, different characters will either give your team one task like sneak into the base or a different task for each player to do on their own. As you progress through, your team will run into puzzles that require using your abilities or thinking skills to solve. Your team does tasks similar to the missions available in the start chart mixed in with puzzle solving, cooperation with each-other, mini bosses and unexpected surprises. An example could be being split up and each player would need to fight a stalker like enemy to continue the mission. Another one could be clearing out a room filled with stalkers. sometimes, you will even need to use your operator and the skills with it to progress forward. At the end, you would face a final boss that has phases, unique mechanics, and enough health to make it that four players can't mindlessly hack and slash to finish a boss quickly. The bosses would sorta be like dark souls bosses difficulty and mechanic wise to challenge players to think things through a chain attacks rather than spam or rely on high damage output weapons.

    Every faction will have their own level design for this endgame with unique mechanics and conditions in each level. The endgame mode would refresh after a week. This was an idea that has been siting in my head for a while. Hopefully it makes sense and if not, ask me to clarify where it seems unclear so I can polish my idea further.

    There is also two things that is important to this game mode:

    1. the Endgame mode has only 4 selected warframes and specific weapon types (i.e. only sniper rifles or throwing knives) that can be used in this mode which changes after every refresh. So if one week allows you to pick from Garuda, Oberon, Wisp and Ash, the next one would need Trinity, Rhino, Excalibur and Loki. This allows for puzzles or level designs to be made that require the use of a specific warframe ability. Additionally, if you have already played this mode as one of the four warframes available, you will have to choose a different one to play the mode again or wait a week for a new selection. Once you complete the mission as all four, you can go again as any of the four frames. This means that to access this game mode fully, the player would need to have every warframe and know how to use it.

    2. Along with a limited selection, a frame and/or weapon must be modded to a frame's build condition (i.e, Excalibur must have 100% efficiency, 150% range, 125% duration, 200% strength, adaptation and chromatic blade). This allows for more encouragement to collect mods, use mods that are not meta and to experiment with different builds. Makes people more flexible and could prevent players from using builds that are overkill (frames like mesa and sayrn come to mind). Problem with this idea is the amount of time and patience having to forma frames just to fit it on (which could be solved by getting rid of mod capacity as it is pointless and limits flexible experimenting, but that is for another thread that I will make eventually).

    As for the rewards for completing the game mode, reward pool should have unique strong weapons that have a unique secondary feature, really cool attachments, skins, new interesting stances, creative mods, etc. It will have one guarantee reward for completing the mode: platinum.

    Currently, plat is only obtainable through the market or trade chat with no actual way of obtaining it game-play wise. The plat you gain from finishing a mission would vary depending on the end score of the team or yourself. A low score will give you 25 plat, a medium score will give you 50 plat and a high score will give you 75 plat. You can earn these rewards 4 times allowing you to get a good amount of plat for your skill and teamwork. 

     

    In order to access this endgame, players must have completed the star-chart and have access to all warframes available. This makes sure that players will have the opportunity to try out different frames rather than sticking to their mains.

    I hope my idea makes sense and is somewhat good. If you have any tips to add or ideas to add, feel free and I will try to take them in to improve my idea. Thank you.

    • Like 3
  7. I personally think that mod capacity itself should be removed. Majority of my burnout for warframe is trying to collect forma so I can make the builds for my frames so I can take them to new content. I could take my frame to different locations to level up, but I still have to deal with my frame not having all abilities available and it would not last long in higher levels.

    I have a hate towards mod capacity and forma itself due to how much grind is required just to make ONE build on ONE of my frames. Then when new mods come out that look interesting, I probably have to use more forma to rearrange everything to fit it on. At the very least it would be nice if forma would not reset my frame back to level 1 every time.

  8. 3 hours ago, (PS4)MyUnhealthyHobby said:

    It does. Did you read where I stated if you use it on an enemy that isn’t ignited you just set less of them on fire? Remember even though it’s terrible, fireball and fire blast temporarily sets enemies on fire.

    Also, I gave it a cooldown because it doesn’t necessarily need to be performed again until the duration is over anyway. But there is also Accelerant to extend it so by the time it’s off cooldown you can just recast it anyway. I also don’t want to make it spammable or brain dead either. As long as you use all the abilities properly there should be zero issues. This is about balance while also making her a good frame.

     

     

     

    Oh okay. The wording was a little unclear for me. Might want to add that it does ignite the target enemy just for clarity.

    Also I know that the cool down is there for a balance reason, but I don't think any warframe ability has a cool down. Hence why I question making ember the only frame with an ability that has a cool down.

    You could make it that you need to wait for the duration of the ability to wear off before being able to cast it again. 

  9. 8 hours ago, (PS4)chibitonka said:

    ack one more ability to finish to replace wof, then tweaks, ability interactions finalized. And trim it down so it's not as lengthy as my current wukong rework 😄

    You have a wukong rework?

    Have you ever thought of adding an ability that allows wukong to transform into an animal (with 3 or 4 to choose from) from his 72 transformations that he has in orginal lore? Each animal could have a different play style or certain scenarios (one that is quick and stealthy, one that hits hard, one that can knock people down and take hits and one that is a balance of all of them)

    Additionally I was thinking if a passive that allowed him to run in the air which would increase his evasiveness and speed while reducing enemy accuracy. The passive would be his new cloud Walker. 

  10. On 2019-05-18 at 11:19 PM, (PS4)MyUnhealthyHobby said:

    Spontaneous Combustion” will have the ability to make enemies who are on fire, have the fire on their bodies spread to nearby enemies. This is a chain effect that causes your passive heat proc to increase by 5 for each enemy ignited. Random CC panic effects still apply to all burning enemies. Maximum of 20 enemies can be burned at a time. It’s base damage “per tic” will start off at 450. The ability itself continues to attack enemies for 10 hits. After each hit, the damage of the next tic will increase by 25% until the last tic finishes. If used on a non-ignited enemy then S.C only sets 5 nearby enemies on fire. The normal radius is about 10 meters from enemy to enemy but it can be increased further to 20 meters. The ability itself can be activated by Ember on an enemy that is a maximum of 25 meters away from her. Burning effects will last for 12 seconds. Ability cooldown is 16 seconds so use it wisely. Energy drain will be 25.

    I just realized that warframe doesn't really have cool downs on their abilities do that may be a problem. Also, regarding your suggested 1st ability "spontaneous combustion", it talks about making it that enemies on fire spread the fire to others. How do you set enemies on fire with just ability kit? 

    Perhaps spontaneous combustion should set the targeted enemy on fire aswell?

  11. 3 hours ago, Cicatrice said:

    Ok, non-interesting statement - I am founder whose most played frame is still normal Nyx (and acrid/dragon nikana, oh Xini runs, you were my bane), who used formas to remove her bolts and mind control when abilities were mods. They were functionally useless. 

    I wish we still had the ability to use formas to remove abilities, because I would still remove abilities from her. I have tried to make several builds work (and I loved Nyx). I even have a tank assimilate build with sharpshooter modded rubico and.... no, just no. 

    Her rework is one of the worst I have seen (3200 hours played), because she is functionally useless in most content. 

    Any idea on what her kit should have? Thinking there are plenty of psychic characters in media that would be good for inspiration 

  12. On 2019-06-04 at 2:49 PM, vaarnaaarne said:

    We really should come up with a straightforward, concise set of bullet points regarding all the things wrong with phase 1, and things that are wrong with melee in general, and what should be done to fix each of them. Something everyone could just quote in agreement while voicing their feedback on how bad phase 1 is and how desperately we need fixes to it.

     

    At the very least, we could keep the message cohesive and keep the thread from ever vanishing.

    Perhaps the reason why they un pinned the thread is that people were not giving feedback the way they wanted it. Maybe if a new thread is created where you have to post feedback with examples and reasoning for why this is the wrong way to charge melee. 

    It feels as though they focused on streamlining the system so much that they forget that by letting the gun controls invade melee mode, they have severally limited all the creative possibilities to add to melee.

    Things like an aim glide that doesn't zoom in so you can see where you are going, or a heavy attack button so it's not just mashing one button or a secondary attack like being able to throw a hammer and call it back like in the god of war ps4 game. 

    So much potential lost by sacrificing buttons for melee in exchange for streamlining when the results could have been done as well by removing holster speed and making it that you don't have to hold the switch button to enter melee mode. 

  13. I don't even have ember and I already want to play her using your rework. Lots of synergy, no press 4 to win (needs to be set up before you can use the 4 ability from what I can gather) and an interesting passive. 

    Nice!

     

    Might also help if you list her current ability kit in detail for comparison to help strengthen your point. Sorta old vs new.

    • Like 1
  14. Personally I think she would have had a better rework had they dropped the mind control thing and look powerful psychic characters from other media like jean grey, scarlet witch, psylocke (who is also a NINJA) from marvel comics and lucy from elfen lied (saw it from a death battle video from screw attack). 

    Probably other examples of powerful psychic people but none that I can think of at the moment. 

    • Like 1
  15. 9 hours ago, TKDancer said:

    because it looks incredibly silly when she starts walking with wrist mounted weapons, something she doesnt do for any other group of guns, only other weapon group where this is the case is melee due to combos involving a lot of foot work, so redesigning every single combo is out of the picture, but floating walking animations when simply walking/running with melee weapons out would be nice too

    This 100% at the very least it would be nice for an option to use the unarmed animation set when melee is equipped. 

    • Like 1
  16. Has anyone tried to tweet Steve or one of the devs about if feedback for melee is being taken into consideration? It is very odd that now they are ignoring feedback or not even mentioning it (the closest we got is that it went from being 2.99999 to 2.75 or something). 

    I don't really like the current melee system and would much prefer to go back to melee system pre phase 1 and then just improve the system rather than replace it. 

  17. Has anyone tried to message rebecca or danielle to ask about if the feedback is being used for the rest of the phases or why the thread is no longer pinned. Usually my experience with DE showed that they usually take feedback seriously but they haven't even addressed it in the recent streams. I joined the game because I liked the melee combat. Now though I feel that they are letting the gun mode invade melee mode rather than add on to melee. 

    If they wanted to streamline the weapon swap they could have easily done it by removing the hold button to switch to melee (something that always seemed odd) and just make it swap between all 3 weapons by tapping and then removing holster speed and making it instant.

    • Like 1
  18. I personally do not like the auto block nor do I like the aim button switching me back to gun mode. But there are as many people who like this addition as those who don't. So, since you can still hold the button to do the block combos, I think it would be nice to have a toggle button for auto block/aim button switching so that we can choose how we want to switch/ block. Not sure if i made any sense but I think you get the general idea.

  19. At first I was expecting a kit overhaul for some reason, but now I am warming up to some of the ideas. I would like to suggest some ideas to make this more interesting.

     

    for starters.... move cloud walker to passive slot. Now I know that sounds dumb but hear me out! This passive would be active by holding the jump button while in air. Once activated, Wukong's feet become enveloped in clouds and is able to run in the air. This increases his evasiveness by 60% and reduces enemy accuracy by 60%. The passive would allow the monkey to traverse in the air, use bullet jump to get higher, use air combos and close in on flying enemies. It can also act as a escape card when needing to get out of a cluster of enemies. Yes it removes his stealth capabilities, but 1) we have plenty of other stealth frames that have cooler stealth tricks and 2) when has a monkey based on a mischievous monkey king EVER been known for being stealthy. This version would be much more fitting and would be pretty fun to use.

    Hair of the king

    Instead of just one clone, maybe we could use 3 clones. In all honesty, I just can't visualize less then 3 monkeys being summoned to help. Almost feels wrong not to have a cluster****** of monkeys causing mayhem.

    New ability to replace cloud walker: Shape shift

    Since one of Wukong's powers in legend is turning into 72 animals, what if he could turn into some of them? I checked  wiki for animal species in china and there are some good options. My personal favorites are gray wolves, clouded leopards (looks cool and fits what it would be replacing), tigers, rhinos (they have been extinct for almost 100 years though), Pandas,  and heck, maybe a gorilla just for the heck of it. Choosing maybe four of the animals, each could have a different aspect of how it attacks. The Gray wolf could be fast, agile, stealthy and a quick hitter. The clouded leopard or tiger could be average speed and defenses but a heavy hitter. Finally, the panda or gorilla or rhino could be slow, heavy defenses and a heavy hitter. Each animal would have its own attacks that would fit the style and animal. It would also be really cool in my opinion.

    Everything else seems fine with me.

  20. On 2019-05-30 at 5:44 PM, BabyKurama said:

    Equipped melee - When you have melee equipped Wisp uses the regular walking animation as everyone else. It would be nice when you moved around with melee in hand that she used her custom animations then 2. 

    At this point, I would be happy if they gave an option to use the unarmed idle pose and animation set while using melee (this is technically possible with the codex scanner, but you have to re-equip it every time)

  21. I feel a good compromise would be to have the option to use the unarmed idle animations while in melee mode. This way, we can enjoy the fashion frame even more in mission than having to rely on captura. Also, it would allow wisp to float even while using melee (since she is using the unarmed animation when not attacking).

    • Like 1
  22. I feel it would be cool if cloudwalker was replaced with a channel ability that allows him to transform into different animals based on his 72 transformation ability from his lore. Could select 4 of the coolest ones, allow for him to cycle between them and make it that each form has a unique aspect and specializes in certain ways (tanky, fast, high damage output, etc). 

    Recently thought of this after see kotal kahn from mortal kombat 11 with his tiger form. 

    Other than that, maybe give him a passive that uses the monkey aspect? I don't know.....

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