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(XBOX)WafflyLearner89

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Posts posted by (XBOX)WafflyLearner89

  1. 15 minutes ago, trunks013 said:

    Okay i see i remember having problem with ivara quiver and the ability menu.

    Basicly you can use the ability menu to select your power lets say "ability button" + Y for example after that when i want to use it since its selected ( you can also use the little right and left arrow of the pad ) you can tap and than hold the ability menu button and it will do as if you were holding ability menu and the Y button for example( depending of your layout it will only take your left index at least for me ^.^ ).

    As for my said problem with ivara quiver its was basicly double tapping ability menu when quiver was selected to swap it and holding it to shoot it ^.^ 

    So I select ability by using left or right arrow pads, double tap twice and on the second tap hold the button? Seems a little confusing. 

  2. So I play on xbox one and use the razer wolverine controller when playing warframe. However, I still have a hard time using charge abilities as that involves holding the ability button and then selecting the right button. It's not like it's hard, it's just very clunky and makes it hard to use on the move. 

    Is there an option that makes it that you can just hold down the ability button and charge the ability that is currently selected?

  3. in all honestly, I think her main problem is her passive. when you get to high levels, you DO NOT want to be low on health while attacking. No amount of damage is worth staying at low health.

    I think she should have a new passive that I would call "Blood maiden" 

    Spoiler

    Garuda takes damage from enemies (including status effects) and converts it into bonus damage and ability strength. Max bonus is 400%. Not affected by being healed.

    I have a few options on how the passive would work:

    Option 1 would have Garuda needing to take a large amount of damage to rank up bonus damage and ability strength. Rank 1 would be 100%, rank 2 would be 200%, rank 3 would be 300% and rank 4 would be 400%. Rank up would be permanent. This set up could make it that her passive makes her as strong as her enemies. On earth, her passive would be non existent but in the void levels her passive would rank up to max within a few seconds due to the large damage output.

    Option 2 would have Garuda take damage that increases her bonus damage and strength at either a fast or slow rate but would decay overtime, forcing her to stay in the fight to keep her passive up. Not sure what the specific numbers would be, but would need to be enough that max bonus could be used for a bit outside of the fight, but not to the point where it can last for a minute without taking damage.

    other than that and some minor animation adjustments, she would be great (though would be nice if her talons could have her own stance but that just MY opinion.....)

    • Like 3
  4. So I saw wisp on the stream and I don't think her kit is good. Her 1 is too stationary, her 3 relies to much on 1, her 2 is meh and her 4 is just a "why"? I was expecting some spooky ghost abilities that would be amazing (Hildryn seems really good at the moment so the bar for me was set high).

    While I don't know what specifically to replace her kit with, I do have some concepts that could be made to abilities

    wisp specters that apply buffs or attack enemies

    Spoiler

    rather than have stationary pickups for some buffs, wisp could instead launch specters that follow allies/enemies and give them buff/ damage them. 

    either wisp sends a specter to any ally/enemy she is aiming at or it would be a large AOE

    would be able to have 4-8 active specters (maybe? not really sure if more or less would be fair)

    Perhaps wisp could stack multiple specters on one target?

    Wisp could swap between multiple modes that determines what kind or buffs allies get. Examples: health, armor, evasiveness, energy recharge, damage, strength, status resistance, invisibility, etc.

    The specters would only last for a duration

    If the specters are sent to enemies, they will attack the enemies in different ways depending on the mode selected. Examples: health for allies=damage to enemies, status resistance = enemies suffering from the status effect that they are the weakest to, damage=reducing damage output, energy recharge=stripping armor/shields, etc.

    Ghost ability that lets wisp fly around while being able to phase through walls and enemies

    Spoiler

    A channeling ability that would allow her to phase through bullets to avoid damage (like elude) while also being able to fly around like a ghost.

    wisp appearance would have her look like she has an aura of ghostly fire (something to give her that ghostly haunting feel)

    would also be able to walk through certain walls (walls that won't break the game mode or result in falling off the map or cheesing the level) and phase through enemies which would damage them heavily.

    can phase through multiple enemies

    maybe could also steal health or energy from enemies she phases through? maybe enemies that have been phased through get stunned or staggered or slowed or weaken or something?

    could still use weapons but would make her vulnerable to damage since she is interacting with the physical world (would give her 90-95% damage reduction at max while using weapons)

    visuals would be needed to make it feel and look like phasing through enemies is hurting them and doing something

    in a way, for those who play dead by daylight, this ability could relate somewhat to the nurse's blink ability

    Invisibility that leaves a husk that attracts high aggro

    Spoiler

    for those that play Dead by daylight, those would be like the spirit's ability

    wisp goes invisible while leaving a husk that diverts all attention to it.

    has no health, but attracts attention for a brief period of time as long as wisp is invisible.

    duration ability

    good for distracting?

    maybe husk could do something that harms enemies close to it?

    may be too common but would still be wrong not to give wisp the ability to go invisible. should probably have something unique that separates it from over invisibility abilities.

    possession ability that turns a handful of strong enemies into wolves of Saturn and stalkers

    Spoiler

    rather than make it she can just mind control weak enemies, wisp finds the strongest enemies near her and mutates them into monsters that are the equivalent of the wolf of Saturn and the stalker.

    possessed enemies would be as powerful as wolf of Saturn.

    would not have health. would instead use a duration system for how long they stay mutated (no more mutants instantly dying)

    once duration is done, mutants turn back to normal with less health

    this use the theme of how ghosts in media sometimes turn the possessed victims into monsters (ghost horror movies and ghost busters come to mind)

    at least 4 enemies can be possessed by this ability (may be too much?)

    could help clear out high level threats in void missions and make crazy mobs more manageable.

    enemies would mutate into different forms depending on faction (all would still hit hard and bring pain to enemies)

     

    new passive: no grave to hold her down

    Spoiler

    idea inspired by inaros's passive

    has a longer bleed-out timer

    when in bleed-out state, wisp leaves her body and becomes an enraged spirit

    think more powerful ghost ability mentioned above (the one where she can fly)

    speed is increased and can phase through walls and fly around

    using the melee button when close to enemy, she thrusts her hands through enemy's body and pulls herself through causing devastating damage to enemy

    using the primary fire on enemies can also consume their soul which fills your revival meter and provides herself with temporary buffs when revived (energy, health, armor, etc).

    her presence is felt by nearby enemies but cannot be seen, causing enemies to be filled with terror.

    perhaps a mechanic that allow s her to help teammates in this state?

    not a finished thought. more of a cool concept to flesh out

     

    So this is all I can think of for the abilities to replace her current kit. however, I know there are more powers ghosts have that has been shown in movies, books, tv shows and more.

    That's were you guys come in.

    Add your own ideas of what cool abilities could be given to wisp based on ghost abilities from the media (i'm talking about Annabelle, ghost-buster, Stephen king, marvel or dc comics, Ben 10, ANYTHING) those that really know their ghost facts, feel free to suggest a unique idea for wisp's kit

    hopefully we can gather some cool ideas for new abilities that can improve wisp for the better

    thanks again!

  5. Looking at the gameplay, I had a weird feeling that I get whenever I don't really like the kit but am trying to force myself to like. Her 2 is kinda the only ability I like (though I was really hoping for an invisibility ability that let's her walk through walls and damage enemies she goes through). Her 4 feels too out of place in my opinion. Pablo may need to step in like he did with garuda. 

    Wisp also reminds me of ghost freak 

  6. I am not sure if I misremembered this, but I remember in one devstream either Steve or rebecca said that they don't want to make umbra just another skin which is why they have not added the toggle for the scarf. Again take this with all the salt as I can't really confirm if this was true or not. 

    In all honesty, other than it being WAY too long, I really like the neck scarf along with the gold details. It's the fabric on his chest and torso lining that really annoys me. I like using the exaltation skin for umbra but the cool chest details get covered up by the fabric. Additionally, the amount of fabric on umbra makes him seem really bulky compared to his normal variant (at least to me that is)

    I honestly would like if this could happen to act as a compromise for us and the devs:

    -trim back of neck scarf so it goes down to either his knees or behind 

    -add a toggle for the fabric on his chest (at least that's what I think that is) and the fabric on his torso lining. 

    This way, the scarf and gold details stay to separate him from being just another skin while also allowing for us to have a better time fashion framing. Also it allows us to see the detail on the tennogen skins when equipped on umbra.

  7. I want to make a build for mirage prime that does not use arcanes, sentients or companions. 

    The mods I am currently use on her are:

    aura: energy siphon 

    exilius: coaction Drift 

    umbral vitality, intensify and fiber

    Primed continuity 

    Primed flow

    streamline

    Hunter adrenaline

    constitution

     

    not sure what to go for and I would like some help to make a build that can allow her to be used in levels with high level enemies. Hope the veterans and experts can help me out. 

  8. On 2018-12-14 at 5:48 PM, (XB1)GearsMatrix301 said:

    They got rid of the original blender 4 due to everyone saying how it’s just a reskinned Danse Macabre. Also not every 4 needs to be this massive attack. Nidus’s 4 is just healing, extra damage, and faster stacks building, but it works with his kit making it a good ability.

    Seeking Talons isn’t a nuke 4. It’s a powerful damage buff that is incredible useful when used right.

    Her claws are not an exalted weapon. Their just mid tier melee weapons attached to a Warframe. Giving it its unique stuff just makes Garuda OP as she would has 4 abilities plus a passive exalted.

    You have a good point regarding her 4. I am still pretty new as I just started back in April. Just changed a few things involving the 3 and 4 ability. However I must disagree with you on her talons. I am not asking for her to be invulnerable or create projectiles like valkyr or Excalibur while using her talons. I just want her to have a stance that will allow her to perform combos that fit her looks. Also, all the claw stances we currently have are pretty bad other than malicious raptor (which does not match her style at all). The closest stance that fits her is vermilion storm and that stance does not look good if done while moving. Finally, she looks a little silly with the claw animation stance.

    But you were definitely right about seeking talons   

  9. Death's Gate Part 1

    Spoiler

    While an interesting idea on paper, it becomes too risky to use at high level fights and feels out of place for Garuda. Gaining more damage when low on health feels more fitting for a berserker themed warframe like valkyr or other tank frames. Not to say the passive cannot work. Death's gate is a passive that requires a better understanding on using mods and strategizing to get the most out of. However, the passive is canceled out if grouped up with a support warframe which can cause conflict with the group. Similar to the problem limbo players had with other warframe player.

    Death's Gate Part 2

    Spoiler

    Allowing players to use Garuda's Talons as a melee weapon was an excellent idea to allow the kit to use different ideas while still satisfying those who mainly wanted to use her claws. However, the talons currently feel rushed. While it's stats differ from other claw weapons, it reuses the same animation sets as the claw weapons and does not have an unique stance exclusive to her talons. while I could understand if these were some new claws that any frame could use, making a weapon exclusive to one warframe should mean that it has unique aspects, outside of stats, that separate it from the other claw weapons. Overall, concept was good on paper, but better execution of idea is needed.

    Dread Mirror

    Spoiler

    While the ability itself is pretty good, it has some issues that require addressing. Personal annoyances for me is the animations for attacking the enemy. If an enemy that you target is close to you, it seems unnecessary to leap in the air and then lunge at the target. Would like it if there was a way to choose if you wanted to leap into the air to strike or if attack while on the ground (maybe she could bullet jump to the target?). Also, the fact that dread mirror does no damage outside the instant kill threshold mark feels clunky. If she does not kill them she should at least be able to deal some damage to them. Finally, there is the problem with her only protection being in the front. While it could make sense if she was designed to be long ranged and away from the fight, but the ability throws her into a group of enemies where, specifically in void levels, can instantly down her from the sides and behind. With the way her kit is designed, she needs some sort of damage reduction on the other sides to allow her to get out of trouble or survive in the horde for a few seconds. Other than that, ability is pretty good, but could use some refinement. 

    Blood Altar

    Spoiler

    I really like this ability. It's animations are great and function is pretty well executed. My only changes would be to the heal radius range. It feels too restrictive kinda stops her flow. I could live with an increase to her healing radius in exchange for less healing if necessary. Other than that, it works really well.   

    Bloodletting

    Spoiler

    The ability seems to have been designed specifically to work with the passive and, while it sounds like a good ability on paper, does not work on Garuda. Not only does it take too much health at a time, which means that mis-clicking that ability can put you in a sticky situation, it has more of a berserk theme that would probably be more fitting for valkyr or other tank frames that have a fail-safe already built in. However, if readjusted to not take so much health at a time, it could probably work as a good replacement for hunter's adrenaline.  

    Seeking Talons

    Spoiler

    While this ability seemed underwhelming when i first saw it, I have come to appreciate how strong it can be and really like what Pablo did. Though the nerf to the max ranged seems unnecessary. 

     

    My Suggestions for Improving Garuda

     

    New Passive: Blood Maiden Part 1

    Spoiler

    Garuda takes damage from enemies (including status effects) and converts it into bonus damage and ability strength. Max bonus is 300%. Not affected by being healed.

    I have a few options on how the passive would work: Option 1 would have Garuda needing to take a large amount of damage to rank up bonus damage and ability strength. Rank 1 would be 100%, rank 2 would be 200% and rank 3 would be 300%. Rank up would be permanent. This set up could make it that her passive makes her as strong as her enemies. On earth, her passive would be non existent but in the void levels her passive would rank up to max within a few seconds due to the large damage output.

    Option 2 would have Garuda take damage that increases her bonus damage and strength at either a fast or slow rate but would decay overtime, forcing her to stay in the fight to keep her passive up. Not sure what the specific numbers would be, but would need to be enough that max bonus could be used for a bit outside of the fight, but not to the point where it can last for a minute without taking damage.

    New Passive: Blood Maiden Part 2

    Spoiler

    Garuda's Talons now have a unique stance that is exclusive to her. Combos consist of attacks that compliment her physical form and elegant style while making good use of her talons.  Additionally, her animation set with her talons out is simply her lower body using her noble animation set and her upper body using the claw animation set. hopefully not too difficult to make as i have no idea if adjusting animation sets can cause a bunch of other problems in programming. (by the way, if you guys where to just do these things with the claws and that's it, I would be so happy) [DE]Steve and [DE]Pablo

    Dread Mirror 2.0

    Spoiler

    If ability is used on ground, Garuda bullet jumps to target, staggering all enemies within an 8 meter radius while violently slashing the victim with her talons. She then gets dread mirror which provides damage reduction on both sides and behind Garuda. Damage reduction starts off low but maxes out at 95% damage reduction when new passive reaches 300%. Additionally, enemies that can be insta-killed using ability have a red arrow above their heads. Rest of ability works the same as before.

    Blood Altar 2.0

    Spoiler

    In exchange for a larger healing radius (maybe 16 meters at least), healing is reduced but can be increased to a maximum of 50%-75% when new passive is at 300%.

    Bloodletting 2.0

    Spoiler

    Takes 10% health for 5% energy. This would help keep up the new passive while not punishing players that accidentally hit the button.

    Seeking Talons 2.0

    Spoiler

    Maximum Seeking Talons charge size reverted back to 120 degrees. Becomes stronger with passive.

     

  10. 17 hours ago, (XB1)WafflyLearner89 said:

    In order to keep the theme of baruuk being against killing and blood shed, when he performs a finisher, he either subdues them or disarms them.

    If an enemy has low enough health for an insta-kill finisher, Baruuk could instead perform quick strikes that would knock the target out cold (would be the same as killing only the bodies would be intact without any traces of blood on them. Thus making it look like they were knocked out cold and won't be able to get back up for the rest of the level)

    If an enemy's health bar is too high, it would work like other finishers only with baruuk performing different strikes that would damage the enemy (without spilling it's blood) and disarm the target. Kinda of like the equalizer. 

    Additionally, using weapons as baruuk will not cut of limbs of rag-dolls or cause blood to splatter. This way, it would look like he uses the weapons to knock out enemies for a very long time.

    P.s., I think his first ability should work from all sides. If that would mean a higher energy drain then so be it.

    Just to clarify, Baruuk would still KILL the enemies. It would just be that the blood animations along with the bodies being torn to pieces would be removed. So the dead bodies would be in one piece with no blood coming out. It make it LOOK like baruuk knocked them out, but they are still dead and will despawn like any other corpse. This is just for looks only. It would not affect gameplay at all.

  11. 4 minutes ago, ShadowExodus said:

    Probably not since you know it's a warframe ability. Melee 3.0 is mainly for streamlining melee weapons (and their respective stance combos) that are equippable from the inventory. The fact that they're giving Baruuk exalted melee should tell enough that they aren't going to be affected (that much).

    I am pretty certain that they will make the exalted combos follow the new control layout for melee 3.0. Otherwise it goes against how they did not want to make the combo list for each stance different every time.

  12. 27 minutes ago, Critiamat said:

    My problem with Garuda's Talons is that they are too damn weak. :^        |

    And yeah, IMO she should have passive kinda "more she kills, more dmg/tankiness/w/e she gets" or sth like that, because she gains strenght from enemies's (sss) blood, not from her own DAMMIT.

    your ideas sound like some good ideas as well, I still would take the stats as is for a unique stance exclusive to Her talons. heck, even a unique idle animation will be good at this point.

  13. 1 minute ago, (XB1)GearsMatrix301 said:

    Seems like a lot of work for such a small insignificant thing.

    I guess, but they were willing to make an exalted weapon before melee 3.0 is ready. So I don't think it would be as much as a hassle. Plus it would help with the theme in the long run. It would be some nice touches anyway.

  14. 5 minutes ago, (XB1)GearsMatrix301 said:

    So in order to make him better you want him to basically nerf the weapons he’s holding from doing lethal damage.

    No no. that would not be it. This is all looks. Weapons would still perform the same. it would just be that it would not show blood coming out of the enemy and would leave the ragdolls in one piece. That way, it looks like baruuk knocked out the enemies when they are actually dead. This would just help with his pacifist theme. Sorry for the confusion  

  15. 7 minutes ago, Olphalarepth said:

    So basically give him an innate peculiar mod that doesn't leave gore but the disable the enemy all the same...I'd rather the devs focus on actual content for Baruuk

    The main point of these changes would to help reinforce the theme of being a pacifist. right now, that theme is kinda lost when it comes to using weapons outside his kit.

  16. In order to keep the theme of baruuk being against killing and blood shed, when he performs a finisher, he either subdues them or disarms them.

    If an enemy has low enough health for an insta-kill finisher, Baruuk could instead perform quick strikes that would knock the target out cold (would be the same as killing only the bodies would be intact without any traces of blood on them. Thus making it look like they were knocked out cold and won't be able to get back up for the rest of the level)

    If an enemy's health bar is too high, it would work like other finishers only with baruuk performing different strikes that would damage the enemy (without spilling it's blood) and disarm the target. Kinda of like the equalizer. 

    Additionally, using weapons as baruuk will not cut of limbs of rag-dolls or cause blood to splatter. This way, it would look like he uses the weapons to knock out enemies for a very long time.

    P.s., I think his first ability should work from all sides. If that would mean a higher energy drain then so be it.

  17. Yeah i really don't like this passive garuda got. Really jealous of how cool baruuks abilities are. 

    My main problem with her is that fact that while they gladly gave him exalted fists that required a lot of new animations, they could not be bothered to give Garuda's talon it's own stance. I originally thought it was because of melee 3.0, but if they can make another exalted weapon, they have no excuse for making  her talons another claw weapon with nothing really unique other than being exclusive to her and some different stats. They didn't even give her a different idle stance with talons out. She looks  a little off using the same dang animations for the other claws.

  18. Lets be honest here, when Garuda's artwork was first revealed, did anyone really look at her and think "that's definitely a frame that does more damage when close to death"? Ignoring if the passive is good or bad or whatever, does it seem to look like it is for the wrong frame based on looks. 

    Image result for garuda

    For me, she looked like a frame that could massacre an entire room of enemies like some sort of skilled assassin and come out with maybe a few scratches. She also looked like a frame who would frequently use her claws with her abilities focusing on melee attacks.

     

    With that being said, i think it would be more fitting if her passive was a damage multiplier that can be built up by taking damage and would decay overtime. the max multiplier level would be 2.0 (which would equal 200% damage increase) this could allow for synergy and does not get nullified if you have a support warframe on your team (since healing would not affect the decay of the passive)

     

    If the passive i suggested does not fit her looks then i would like to hear what passive she should have instead)

  19. Since Melee 3.0 is not coming this year, I would like to request for animation sets be implemented into melee weapons.

    Both primary and secondary weapons use whatever noble/agile animation sets are equipped on the warframe being used (both even having idle animations that look great).... so what's the reason for melee weapons still using the same animations instead of using the animation sets equipped. Would really like to continue to use the animations I equipped with all weapons in load-out.

    please and thank you

  20. 9 hours ago, Cubewano said:

    It's not an exalted melee, it's just an extra melee weapon. Exalted melees are castable ults, and we've agreed that is not what this skill is which is why it unlikely to get the same treatment. I'm sorry if you feel DE going out of their way to add this extra little option was too little, and if you want go ahead and ask DE to turn it into a second ult if you'd like, but I'd say to expect little in return. 

    I never said I wanted a second ultimate.  I just want her talons to have unique aspects by providing a exclusive stance when melee 3.0 comes out. I don't want another exalted weapon ultimate. I just want Garuda's talons to feel less like another claw weapon and more unique since its exclusive to garuda.

    Sorry if I did not make that clear. Sometimes I don't express my ideas correctly. I apologize for the misunderstanding. 

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