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Chrysallismas

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Posts posted by Chrysallismas

  1. Nidus is great and very well executed

     

    Now they just need to give the same kind of "Alternate energy source" that rewards playing the character a certain way with free skill casts and scaling that he has to almost every other warframe so they can all have their uses on every mission.

     

  2. Add Flat bonuses to base stats as a guaranteed roll (unaffected by other rolls) and add additonal flat stat rolls to the roll table for the non-meta guns. 

    This list could include:

    Flat Damage add-ons, Flat Crit/status chance/damage up, Flat Fire-rate ups (by x amount of bullets per second with ranges depending on the gun) or Flat reloadspeed/Magazine size

     

    Lower stats to work with is what makes bad weapons bad in the first place. a Buzlock despite having similar damage per shot to the Soma Prime, will always be inferior thanks to the lowered reload. And the gimmick of being able to fire the homing shots does very little to alleviate that. With the riven mods giving the Buzlock a free 10-15% crit chance, or a +40 base damage per shot, or a +5 bullets a second, the gun becomes alot more viable even with Soma P. with a decent Riven mod

     

  3. 49 minutes ago, hazerddex said:

    ^ this finaly somthing that removes the cookie cutter builds we have needed somthing like this for a while now

    See I agree too, but I want them to be common, non-rerollable, stackable, and nerfed so that you should choose between the multi-stat utility, or the focused but higher number static mods.

     

    The benefit to riven mods would be that you would have access to more mods that do something more than what we have now (elemental damage, crit damage, utility without too much sacrifice, etc.)

  4. I said in the feedback general, I would love it if Riven mods were alot more common (like normal mod level common), there wasnt a cap on how many you could put on something, and they were significantly weaker.

     

    So for example a +60% Damage, +20% Reload Speed +30% Fire rate. It's not much better than any one individual mod, but the utility is there.

    None of these stats are really amazing on their own compared to other mods, but the effect comes from their stackability. So if you got a bunch of mods that added extra crit chance (even if it was only by 20% per mod), 1.5 Punch through, and 40% Flight Speed you could still find a place to put it in a build despite it's small stats simply because you'd gain access to that extra crit chance you weren't able to get before.

     

    With the mods being common drops, you get a sense of reward for playing missions by getting mods that you may necessarily like or you may necessarily not. If you find a mod that you don't really like, you know that one more trip into the battlefield will net you a few more that might be just perfect for you

  5. I enjoyed the cinematic quest overall and thought it was pretty fun and good looking and reasonably engaging.

    Overall surface level rating of TWW: Pretty Good!

     

    Now to talk about the aftermath

     

    Kuva:

     

    Kuva is absurd to farm, and like everybody else's opinion it's just another resource to be added that everybody scrambles to get and then ignores as future updates go on

    You guys really need to stop adding these resources, and instead just keep using older ones. Even common resources will work as it will just incentivizes playing in general and balancing out what to build. This may also have the side effect of getting players to play on all sorts of places on the star map, rather than just herding them to one location. This might allow new players to interact with other players who may cross their paths for just average resource hunting.

     

    Operator gameplay:

     

    A neat concept, but it has no good uses outside of two enemies (the guards and the siphons). You guys could do something to remedy this like have the operator's out of suit abilities be tied to the focus system used, solving the issue of adding a gimmickly and overall useless mechanic and the balance issues of WHY WOULD YOU USE ANYTHING BUT NARRAMON AND ZENURIK. Like making a Vasarin operator become healing and distraction focused, or making the Unairu operator defensive focused.

     

    Riven mods:

     

    I love this so much. This is my favorite mechanic in any game when done right (stat randomization). My recommendations for this would be to nerf this so the numbers aren't crazy high, but keep them high enough that they stay competitive. For example if I got a +70% Damage, +20% Reload, +30% Fire rate, I would equip that in a heartbeat. It's damage numbers aren't high enough that I would want to use it over a normal mod for most weapons, but it's not too low that the utility of having the multiple stats becomes pointless.

    I would also like to see the removal of the reroll option for stats, and make these droppable as a part of normal gameplay from standard enemies (maybe make enemy types have influence over which weapon types are more likely to appear as the locked weapon. As it stands it is kind of obnoxious to obtain one from a sortie

    Seriously, if you did this and added these random stat mods as a more common and core part of gameplay, I would lose my mind with happiness. I would grind day and night to find the perfect ones.

     

    Aside from the griping, I really enjoyed the content and potential in this update and I hope you continue to keep up the good work.

    I also really hope you see this because I cannot stress enough how much I would love this game if common riven mods to grind for were a thing. 

     

     

     

  6. I made this as a comment to a post, but I figure I should say it in it's own standalone post. Connecting to ziplines is so much fun and adds so much more depth to leaping from point to point. I would love to see them added retroactively to older maps.

     

    Also since were going full sly cooper, why not add little spires for your warframe to do the latch onto zipline animation to. like stalagmites or broken flooring or other pointed scenery so that way you can hop from point to point with a little better control, plus it would just look cool

  7. I love the new parkour system! It is so much fun and I have a great time utilizing everything.

     

    I would love it if the dev team could go back and retroactively add some ziplines or zipline equivalents, like branches, lighting fixtures, ornamental decorations, etc. And also if we're going full sly cooper, I'd love to have little bits that I could use the zipline function on, but not be able to walk anywhere, like little spires I could land on and perch for a second before leaping off.

  8. I love that alt fire is getting a dedicated button, but I really want to know. Will this apply to the Buzlok?

     

    Now before someone says, "Duh.", It's alt fire doesn't work like other alt fires, it still has a zoom/scope, but firing during the zoom causes the alt fire to occur.

     

    I hope this isn't the case with the new update, and I'm pretty sure it's not, but it is something I would like to bring up in case the buzlok gets overlooked

  9. Its nice and all and it can get some pretty impressive numbers, but this is kinda what the default gorgon should have been (Minus the recoil reduction). A highly uncontrollable early mastery tier death cannon (personally I hate the idea of better weapons being unlocked at higher tiers without needing lower level variants to be crafted, but thats a conversation for later). If the Prisma Gorgon is just gonna be all around better, dont just release it as a shiny weapon that's quickly gonna gain dust because it's numbers just dont add up. Boost the damn damage to a 30 or 35, that way it's dps will be comparable to the Soma Prime. 

  10. My two cents for reworking limbo.

    Rework banishing and unbanishing by making it so when you shoot at a target with a single target weapon. You transfer to that targets corporeal form (entering the banished state this way will only keep you in that form for 5 seconds with a refresh every time you damage a banished target).

    Banish can be kept by limbo as he can freely move enemies in and out of banishment. Teammates affected by the ability stay banished for the duration. Or until they damage an unbanished enemy with a single target weapon, in which case the above banishing rules apply until re banished manually.

    Keep rift walk as is (limbo will be unable to change back to the unbanished state by shooting an unbanished target when under the affects of rift walk but can go back by reactivating rift walk)

    Keep his 3 (can't remember the name)

    Change cataclysm to rift rounds. (25 or 50 skill) for the next 3 seconds. Enemies damaged by limbo's primary or secondary are banished (for a reduced duration for balance reasons. 5 seconds at base?).

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