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sonpanth

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Posts posted by sonpanth

  1. There have been dozens of posts complaining about the zhuge prime's self damage and while I personally don't have much of an issue with the weapon, it's clear that enough people do to make it a noteable issue. So, I figured we could try compiling possible ways to alleviate the issue without descending into petty arguments and name calling: just everyone sharing their thoughts on what might make the weapon more enjoyable for everyone. Of course, one of the more popular opinions is to remove self damage from the zhuge p all together, but I doubt de are likely to actually do that so instead I wanna list some alternative solutions.

    1. Making it so that the arrow only explodes if it's traveled a certain distance before contact could work if it's set to a distance short enough to still be useful, but far enough to give players ample time to react to pin-cushioned butchers and such. This would also prevent players from blowing themselves up on odd geometry or closing doors.

    2. Shortening the delay (not removing it) would make the explosion easier to avoid while still keeping the tactical uses the current delay provides.

    3. Removing the delay. Yes it would change the way players use the explosions but it would help make them more predictable, so it can't be ignored as an option.

    4. Making the explosion toggleable would let players choose between dedicating a portion of their focus towards avoiding their own arrows, or simply using the zhuge like an actual crossbow and nailing grineer to the walls. They could even add bonus innate punchthrough to the non-explosive arrows to help make both modes more individually useful.

    Obviously I'm not the first to suggest these and there are most likely plenty of other ways to make the zhuge prime more enjoyable for everyone, but I just wanted to start this conversation in the hopes of finding the best way to make the zhuge prime enjoyable for everyone while still keeping the parts that make it as good as it is right now.

  2. On 2019-08-02 at 10:58 PM, (PS4)big_eviljak said:

    Define "we" because i disagree. I love self dmg weapons. Secura penta with or without the augment is extremely good. Ogris with or without... Very very good. Zhuge prime, is exceptional... I would only change the explosion delay... But its not needed.

    Can't forget about the Zarr. That thing is a blast to run around with

     

    Pun not intended

    • Like 1
  3. They've managed to somehow get this both so right, and so wrong at the same time. There are some really good examples of abilities w/ alternate effects when held (ie. Nezha's Blazing Chakram and Gara's Shattered Lash) and yet things like the charge mechanics on Hydroid still exist where either the held effect is basically useless when compared to the normal ability like Tempest Barrage, or the held version is clearly superior and should honestly just be how the ability normally works like Tentacle Swarm's (Skills like Quiver and Minelayer don't really fall into any of this because it's just a way to select a specific arrow or mine). i think some abilities having alternate effects depending on whether they're tapped or held can be very interesting, but it needs to be more than just a slight increase to damage or range.

    • Like 1
  4. If I'm being completely honest, I haven't had any problems w/ self damage on zhuge prime. And no, I'm not trying to say I'm "so amazing at the game that I just know how to avoid it and the rest of you should just get good", I'm saying that, as someone who used the zhuge a lot and now uses the zhuge prime just as frequently, I've never rly had much of an issue w/ it dealing self damage. Sure there'll be the ocassional door catching the arrows or something similar, but the zhuge is a crossbow not a melee weapon. I'd agree if it was on a shotgun or something(and I do agree that the concept of self damage in warframe is questionable), but from what I've heard vs. what I've experienced in game, it seems to me like everyone's been severely overexaggerating things simply because it's the newest self-damaging weapon and another example to use in proving their point. Again, I'm not supporting or refuting self-damage as a whole, I'm just saying that everyone seems to be over-reacting to the zhuge prime in particular.

  5. 21 minutes ago, Voltage said:

    He should have a passive that gives him a Sentinel like Khora has Venari. Most of his kit is very outdated, and I don't think just changing a damage type on Vortex or increasing a small buff to bounce pads will make him more interesting. He needs a brand new kit with 3 new abilities and a substantial buff to Bastille.

    A passive like that could be interesting if it's a unique sentinel rather than simply an existing one.

    I was thinking more in terms of improving on his pre-existing abilities, similar to the nezha rework. If DE does intend to completely re-imagine vauban, kinda like how they did with wukong, I would like to see some more supportive abilities and a wider range of technology beyond just mines.

  6. I've already posted this in general discussions but thought I should probably post it here as well.

    1.Keeping tesla as is can actually work with one notable change; making it use your melee mods. Being able to stat-stick your teslas to do any damage type you want would be a huge improvement on the current teslas and would give Vauban some much needed damage potential.

    2. Remove the rad proc from concuss

       2a. Replace triplaser with a sort of emp that works the way tesla does in the prime trailer(a guaranteed aoe electric proc)

       2b. Make shred's armor reduction permanent or at least twice the current duration(the 40% is fine since it's effected by power strength, it just needs to last longer)

       2c. Remove the damage from bounce, increase the boost height, and make it give some kind of buff to airborne allies(ie, reduced gravity, increased damage, etc) to give players some incentive to actually use it.

    3. Either remove the cap on bastille or make it per cast(ie. each individual bastille will have it's own cap rather than a shared cap between all bastilles). This will not only make bastille an incredible way to control enemies again, but will also prevent additional bastilles from not picking up any enemies when the first bastille reaches the cap.

    4. Vortex should do some kind of actual damage(magnetic is completely useless) but also use a damage type that still makes thematic sense. Radiation damage will do bonus damage to alloy armor while also making sense as a damage type for an artificial black hole. Slightly increasing the range could also go a long way in making vortex a better cc ability. 

    Overall, the aim here is to make Vauban's main damaging ability actually do decent damage while also revitalizing his cc in a way that will make it viable even in the current damage-focused meta. Constructive, thorough feedback would be greatly appreciated.

  7. Initially i was just gonna edit the first post, but i decided to make this version it's own post since it feels better thought through(I'll be a bit more brief in going over each ability):

    1.Keeping tesla as is can actually work with one notable change; making it use your melee mods. Being able to stat-stick your teslas to do any damage type you want would be a huge improvement on the current teslas and would give Vauban some much needed damage potential.

    2. Remove the rad proc from concuss

       2a. Replace triplaser with a sort of emp that works the way tesla does in the prime trailer(a guaranteed aoe electric proc)

       2b. Make shred's armor reduction permanent or at least twice the current duration(the 40% is fine since it's effected by power strength, it just needs to last longer)

       2c. Remove the damage from bounce, increase the boost height, and make it give some kind of buff to airborne allies(ie, reduced gravity, increased damage, etc) to give players some incentive to actually use it.

    3. Either remove the cap on bastille or make it per cast(ie. each individual bastille will have it's own cap rather than a shared cap between all bastilles). This will not only make bastille an incredible way to control enemies again, but will also prevent additional bastilles from not picking up any enemies when the first bastille reaches the cap.

    4. Vortex should do some kind of actual damage(magnetic is completely useless) but also use a damage type that still makes thematic sense. Radiation damage will do bonus damage to alloy armor while also making sense as a damage type for an artificial black hole. Slightly increasing the range could also go a long way in making vortex a better cc ability. 

    Overall, the aim here is to make Vauban's main damaging ability actually do decent damage while also revitalizing his cc in a way that will make it viable even in the current damage-focused meta. Constructive, thorough feedback would be greatly appreciated. 

  8. Honestly, most of his abilities could suffice w/ just minor tweaks (ie. removing/setting bastille's cap to be per cast, removing the rad proc on concuss to give it more use for "stealth", making bounce not effect enemies, etc.) but i think tesla needs the most attention; whether by beefing up it's dps, making it chain, giving it a guaranteed electric proc, making it use melee mods, all of the above or something else. It'd be great if vauban's damage dealing/cc-ing matrix of zappy balls actually did damage and reliable cc (removing/replacing his trip laser would be a welcome change too). If they do decide to completely change one or more of his abilties, i just hope they do so while still having vauban feel like vauban (and without giving him that mucking turret everyone seems to want so much).

  9. I'd love to see a puppet/puppeteer frame that redirects damage to enemies, manipulates/controls enemies in a unique way, kinda like an evil marionette type frame. I also kinda wanna see a sort of gambler frame that maybe provides random buffs or sacrifices a large amount of his health/shields/armor to gain some kind of momentary crit boost or something. Not entirely rng, but something that has a level of risk and uncertainty to it, 

  10. So this Wukong rework got me thinking about poor old Vauban, who has remained one of my favorite frames conceptually despite his unfortunate relative uselessness. I've thought a lot about what might make Vauban more enjoyable (and viable) and ran through various ideas before landing on what I think is a pretty good way to fix Vauban while also further defining him as the trapper frame he was intended to be.(note: I disagree with the seemingly widespread consensus that he should be given a turret. mainly because it doesn't really make much sense, at least thematically.)

    1, For Vauban's first ability, i think we should move Tesla (I'll explain further in his second ability) and replace it with something that keeps the idea of creating a sort of defensive matrix of traps. Essentially, Vauban would be able to place up to 15-20(adjustable) mines that last until triggered. When an enemy walks over one(enters a small radius) it will explode, releasing a gas cloud that lingers for a short time, applying poison procs to enemies who pass through it(will apply more procs if an enemy remains in the cloud or enters another cloud), This is intended to be a decent source of damage that makes Vauban more trap oriented and provides him with significant map control.

     

    2. For Vauban's second ability, i think we should keep it mostly the same with a few noteworthy changes. The first would be to replace trip laser with a form of Tesla more akin to what we see in the prime trailer; a guaranteed aoe electric proc allowing Vauban to stun a group an enemies for a short duration (and maybe also increase any damage they receive). The second would be to keep shred working more or less the way it does now, only with either a more potent armor reduction (closer to 60% or 70%) or a permanent reduction of 40% (as using it repeatedly would result in diminishing returns). Concuss would disarm enemies rather than stun them, and would deafen them without the radiation proc to make it more useful as a stealth/disabling tool for those who prefer a more tactical approach in spy missions. Finally, i think bounce could be made much more useful if we removed it's damage, increased it's boost height, and gave it some kind of buff for airborne allies(ie. less gravity or increased damage while airborne).

     

    3.Bastille has been through the works a few times, but I think I've found a solution that would ensure it's neither overpowered nor underpowered. Basically, allow for a maximum of ~4 bastilles at a time, each with a ~15 enemy cap. this would encourage players to throw out multiple bastilles in varying areas to maximize their cc potential while also giving enough limitations to prevent it from overshadowing his other abilities. Of course those caps can be tweaked as needed.

     

    4. Vortex is already a solid cc ability; grouping up enemies for you to mow down with a couple shots from a catchmoon or arca plasmor. However, I would suggest one minor change; making it deal radiation damage rather than magnetic. Magnetic damage is basically a wet noodle against anything other than shields (which can already be ignored completely by slash and toxin damage), Radiation, on the other hand, does decent damage to alloy armor while still fitting thematically as a damage type for vortex.

     

    Of course, these are simply ideas and there could easily be better alternatives for each ability, but I wanted to be careful not to change too much so that it would still feel like Vauban. Mostly I'm just curious to hear some feedback and other ideas for changes that could help out our little train-man-that-could(especially since I'm too lazy to go look for any similar posts that may or may not exist).

    • Like 1
  11. 3 hours ago, (PS4)guzmantt1977 said:

    And then one day you'll be walking through the orbiter and find a huge pile of stuff that's gone missing over the last few days? 

    or a new pet bed that's just a pile of ammo, mods, and ayatan sculptures

  12. 42 minutes ago, MirageKnight said:

     

    Je approve!

    As far as animals are concerned, how about a hawk-like bird as well? I can totally see Oberon with a hawk on his shoulder...flying off to pick up items or scratch and peck at the heads of enemies.

    Senu in warframe

  13. 56 minutes ago, FlusteredFerret said:

    There is already a ferret in Warframe.. :wink:

     

    Anyway, given that we already have sentinels, kubrows, kavats and now moas, I don't see any more being added anytime soon.

    Also don't see how a pickpocket ability would be useful, unless they start having enemies carry keys, datamasses or other items that could actually be stolen.

     

    It would  work the same way ivara's prowl does. Basically providing a second chance at getting a rare mod or bp drop to make farming less grindy

  14. So I realize this is a little out of left field, but i think making a new companion that's some kind of ferret would be really cool. For the skills maybe let it pickpocket enemies and give it a single target stun that procs bleed (similar to venaris skill in attack mode). Maybe even have it ride around on your shoulder when its not fighting. Probably not likely to ever be a thing, but I figured I'd throw the idea out there anyway.

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