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About Colyeses

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  1. If the damage boost from her 2 is high enough, she might be able to. That's the thing, unconditional damage in the same vein as Saryn or Mesa cannot be reproduced, and if we want to have frames that can actually scale their damage up for higher level content, we will have to deal with the conditions set before us. Gauss can Redline -> Blast to remove all enemy armour, giving him some viability, and if that fire meter provides enough power, maybe Ember can do enough damage to be a legitimate option.
  2. I very strongly disagree. The problem we have with damage caster warframes is a balancing aspect. With abilities having no cd, and with energy being so abundant, almost all abilities have had their direct damage output reduced. With Ember being just about 100% direct damage, she felt that hit the hardest. We can't have another Saryn or Mesa. They destroy the game for those they get matched with due to their ability to consistently and with almost no effort wipe massive areas. The flipside is that we have had a few frames whose damaging abilities have become negligible after level 25. That is why these auxilliary machanisms are being put into place. It works for Nidus, it's working for Gauss too. These mechanics aren't for the purpose of complicating a simple thing or punishing bad players, they're for leveraging more power. If that meter augments her damage properly, it can be her ticket to viability while simultaneously sidestepping the pitfall that Saryn and Mesa went into. It can be a perfectly tailored solution to a moderately tricky issue.
  3. I strongly disagree. The two abilities had too much overlap to allow them to take two different spots. Both were large AoE control abilities, with Bastille offering more support for headshot focused builds and Vortex working better with AoE. Outside of that they were too similar. Rolling them into one in the way they did is ingenious, because not only do we still have Bastille in almost full capacity, but if the Vortexes attract one another over a much larger range, it means that you can now gather enemies up much more efficiently under a unique new dynamic. Using bastilles as large nets and then collapsing them into vortexes that drag everything to a central spot is pretty much perfect. If minelayer is to become a success though, the tether grenade must have something to make it worthwhile, and the needle bomb must have adequate damage and range.
  4. Ember's ult ranges from 400 - 800 and can only hit 5 enemies per tick. Equinox' ult has a base damage of 150, so that looks very low. BUT! It comes with 7 ticks of 35% of the initial damage. That's an additional 245% damage, which, added to the initial damage, comes up to 517.5 damage. Adding another 20% from Provoke, that's well over 600 damage. Base damage. No strength involved, which would have accelerated scaling due to provoke, also not counting peaceful provocation, which is utterly terrifying. And then it has the explosion. And it controls enemies. And it's slash, which often works better than fire. Don't diss my twilit arbiter just because world on fire is a trash ult.
  5. Well, the positive is that we may have a damage caster outside of Nidus that doesn't suck. She could actually deal damage, provided the calculations are generous enough. I'm willing to risk losing all energy for that.
  6. Solution: Keep the old passive with the 'bonus power and energy while on fire' and have overheat set her on fire after draining all her energy.
  7. As I said, the Pathocyst's trail is so huge that it obscures where the thing actually is. And you can't control where it goes past the first hit/bounce, since it moves in random directions. That can combine into an unpredictable time until you can throw it again. Sometimes it's back in two seconds, sometimes in ten, so sometimes when you hear the whizzing sound, and then the sound stops, and you try to throw it again, you just blow yourself up because it didn't actually return to your hand. It's 100% of the explosion damage, IIRC. Which is way more than the effective HP pool on anything squishy. Last time I got oneshot, it was a Wisp with active HP reservoir. All gone in one hit.
  8. How are you supposed to control it while it is in flight? On some occasions, it even goes flat-out invisible. In the case of the Pathocyst, tracking its location is a nightmare since its particle trail is enormous, fluffy, and lasts a surprising amount of time, to the point where it even makes regular gunplay difficult because it obscures so much vision. That in addition to the Pathocyst being a status weapon, which I don't think fits glaives in any way, since they're too slow for the 'hit one, inflict status, hit two, do damage' strategy. Also, self-damage should just be a knockdown for, at max, 50% of your combined shield and HP value as opposed to just an instant suicide.
  9. Fairly sure that's not how it works, but it's definitely not how it's supposed to work. Wiki states it scales with battery charge, base value 100% at full battery at max rank. Mach Rush really hasn't been giving me trouble, and Redline having a wind-up is really no big deal to me. What I'm bothered about is that his 3 does almost no damage, his 1 does no damage at all, his 2 doesn't generate enough energy, and his Redline doesn't have enough duration. The biggest gripe is probably that Mach Rush has a start cost. That should absolutely be removed to allow for quick successions of shorter dashes to not immediately drain all your energy.
  10. Prisma Xiphos still looks like plastic!
  11. I think Spores and Peacemaker would require some adjustments. Honestly, I feel like they might be good targets for a test-run of these things. Put Peacemakers on an external resource and put Spores on a build-up, see how the game fares from there. I don't think Energizing Dash was a bad thing, as we do want certain abilities to be readily available and dependable. Energy scarcity would also make abilities in one kit compete with one another for attention, as opposed to all being relatively safe picks for energy expenditure. The big problem is just that we have a few abilities that are, inarguably, really overpowered, which seems to have produced a fear over at DE of accidentally creating the next Spores or Peacemakers. And while it's true we definitely don't need more of that, there's these other mechanisms that can be used to introduce more power to Warframes while not sidelining other players.
  12. For weapons, yeah, for Warframes, no. The maximum value alterations for Warframes are like 120%. You get that on weapons in one mod. And yeah, there's footage of people doing that. Because it's a stupid idea and it's unreasonably difficult to do it with that kind of comp. That footage exists for the same purpose there's footage of people clearing Dark Souls with a Guitar Hero controller, or a blindfold.
  13. Gauss is out. And, sadly, he seems to exemplify my one biggest gripe with Warframe's design. While every new weapon has a good chance of stirring things up, shifting balance and creating new powerhouses to compete with old ones, Warframes tend to struggle a bit with staying relevant. It is somewhat of a 'to be expected' issue, considering we have Saryn and Mesa, who are the undisputed queens of rapidly clearing vast hordes of enemies, and it's hard to compete with them for damage output, while on the defense side we have a fairly large variety of very hard to kill frames. Every frame that comes out is mostly judged on their ability to control, survive, and boost weapon kill potential. It's a shame, in my opinion, that damage fell off the wagon entirely somewhere along the line. I understand and agree with DE's concern about Saryn-esque gameplay. Push a button, everything dies. No one else gets to fight anything. I will not propose anything of the sort. But a persisting reluctance to put any punch behind Warframe ability damage is not the solution. There's more creative ways to resolve this concern, and those ways may be able to unlock fresh, exciting new ideas and concepts. The best part? There's quite a few ways that have already been implemented. So in this thread, I will list a few of those mechanisms and will explain how they could be used to build for more relevant damage-oriented Warframes that -don't- break gameplay down. 1: The external resource Baruuk Solution for energy overflow When Warframe launched, it seems like DE wanted to rely on MOBA style ability set-ups. Three regular abilities with moderate cooldowns, and a fourth, 'ultimate' ability that features a longer cooldown. However, they opted for energy costs in the end, as opposed to cooldowns, and over the years, energy income has been improved. To the point where the 'ultimate' ability's comparatively high energy cost is no longer a way to hold it back. This means not too much power can be put into it, as it is too easy to get that power out. This is where an external resource can be used effectively. In Baruuk's case, his Desert Wind is allowed a bit more punch (Large AoE waves that ignore terrain collision) in exchange for having usage restriction in the form of 'Restraint'. Baruuk is forced to play the game in pace with other Warframes until he has accrued enough external resource to use his ultimate, at which point he is able to lay waste to enemies until he has expended all of it. Well, in theory anyway. This is a good format for building stronger frames. A suggestion I had for an Ember rework changed her ultimate into a Phoenix form, which consumed 'cinders'. Cinders would be acquired through her other abilities, mainly by setting enemies on fire. While the Phoenix Form would be active, she would get a special exalted weapon and be able to fly (And be unable to drop below 1 HP with the augment) while consuming cinders continuously. Once the cinders run out, the ability would end, and she would have to harvest more cinders to be able to use it again. This way, while she is able to utterly annihilate large swaths of enemies while in her ultimate form, she would still spend a good chunk of the game on the same playing field as other Warframes. 2: The build-up Nidus Solution for power scaling Of all the frames we have, Nidus is the closest we have gotten to a solid damage-frame design. Most Warframes' damage abilities simply do not do enough damage to scale even reasonably well. Their damage starts out fairly low and the restricted modding capacity doesn't allow it to improve much. Nidus' mutation, on the other hand, fixes that. Virulence, his main damaging ability, scales in damage based on the number of mutation stacks he has. Every five hits from it grant a stack, and every stack increases the ability's damage by 100%. Stacking up to 100 times, this means a whopping 10.000% increase to its damage. For comparison: Ember's fireball, which, in terms of design, is a quintessential damage ability, deals either 400 damage, or can be charged up to 800 damage. Virulence has no charge up, has a base damage of 200, but can be increased, via mutation, to 20.000. He only needs four stacks to break even with Fireball's charged form. This is a good way to allow Warframes to have power in their abilities without having them hinder their teammates' gameplay too much. Their slow start gives other frames an advantage over them early on, but as a mission drags on, Nidus starts to overtake and shine. This could be used more often to allow Warframes to remain more relevant in longer missions as well. Nidus is already a good example of a frame that runs a build-up mechanism to great effect, but we could have more frames employ this. Imagine if Volt's static stacked up in a more permanent fashion and applied to his Shock. It would help to put it back on the map. Same goes for Frost's damage abilities. If he had a stacking mechanism to do with undercooling, it could allow him to expand his use outside of Snowglobe. 3: The cooldown Harrow Solution for persistent power spike As mentioned before, 'ultimate' abilities aren't really 'ultimate'. They're used continuously due to an abundance of energy. This means that an ability that is supposed to cause a power spike instead just creates a power plateau that a warframe gets stuck on. Something like Equinox' Maim, Garuda's Talons and even Volt's Discharge are extremely consistent output. That's a fairly good thing, you want these abilities to be accessible, but if they are to be used continuously, they need to be brought down to stay in line to a reasonable degree. Harrow's 'ultimate', Covenant, is undoubtedly extremely powerful. Completely immunising your entire party from -all- damage and status effects at the push of a button? That's brutally powerful. The thing that offsets it is that, once the invulnerability expires, the damage negated is turned into a crit chance buff. And while that buff is active, Covenant cannot be recast. This effectively gives Covenant a cooldown, a downtime. Something that leaves him vulnerable. A sort of 'burnt out' state during which he faces the same challenges everyone else does. This could be used in other instances to similarly leverage higher power on ultimates. Imagine a damage frame that is able to emit a single wave that deals massive damage to all enemies in a large radius, and subsequently gets a buff of some kind. Maybe he gets bonus armour, or shields, or his fire-rate is increased. While the buff is active, he can't recast it. This adds a tactical challenge to the ability. Choosing when to use it to get the most value out of it, and while it allows the frame the kick of 'I just went godmode there', it also allows the rest of the party to play inbetween his casts. 4: The mini-quest Gauss Solution for persistent power spike Gauss is the other solution to the same problem. As much as his kit feels hindered and just a tad undertuned in most areas, Redline is a -blast- once you get it to fire. Everything about him is improved, giving you a very powerful feeling while you zip around and tenderize your enemies. Redline doesn't come for free. Every time it is used, the player has to fulfill its condition to get the reward. In Gauss' case: Movement. Moving charges his battery, and he needs to push it 100% over the redline to get the reward to trigger, which means he needs to focus on staying mobile. Lots of sprinting, lots of Mach Rushing to push that battery as fast as possible. This is very similar to the cooldown concept, but it fills the downtime with gameplay, keeping the player on their toes. Imagine if a melee oriented Warframe had something like this. Activate the ability, then you need to make a certain number of melee kills to trigger the ability, which massively increases your melee range, speed, damage, crit stats or status stats, maybe augments your other abilities, too. Slap on a good sound effect and you've got a super satisfying experience, where the sound just tells the world around you 'You're all screwed now!'. This is also a good option for a 'mage' style Warframe, as this concept could alter abilities. Imagine if a frame had something akin to Ember's Fireball, except while 'redlining', that fireball is always fully charged, or bounces, exploding on each bounce, or it instead hurled a fan of fireballs. Basically, the mini-quest is a way for frames to be tasked with -earning- their godmode experience, as opposed to giving it away for free, continuously. --------------- I hope the devs read this. I am loving each of these mechanisms, but I wish they would be put to use more frequently, and with a bit more conviction. We need stronger frames that aren't just vessels for the weapons they carry. We need better casters, too. We're void-addled godchildren, whose dreams and aspirations inspired the warframes. Surely there must've been Tenno that dreamed of wielding their powers like a conductor of destruction? It would do the game and, I imagine, the team some good to ease off the brakes for Warframes. They've got a lot of catching up to do compared to weapons. After all, if the Lenz can blow up a massive area for 660 damage, or 1320 damage with one single mod, then surely Ember's fireball deserves to do a bit more than 800 damage after a three second charge?
  14. If you're playing a tank frame, yeah. Try running sorties as Harrow. That guy is squishy as all hell. Bombard rockets are nearly invisible in the visual clutter of any fight so good luck dodge rolling that. Nox aren't a problem in how hard they are to kill, it's that if they hit you once and you're not an armour frame or have other damage reduction, the poison will undercut your shields and oneshot you at high levels. Steering clear of Nullifiers is all well and good unless you're CC'd. There's plenty of knockdown around that can pin you in place while one walks over to you to disable your abilities, stripping the defenses you're reliant on at high level. Also, the drone doesn't work. Almost all of its hitbox is submerged -inside- the bubble, meaning it can't be shot until the bubble has been shrunk a bunch already. Spraying it down is still the only reliable way to pop it. The beeping sound won't tell you where it is, and there's a unit that passively disables ability use by being in the vicinity, even if you can't see it. Not to mention Energy leech eximi that can hide in any nook or cranny and entirely disable your energy. Something to remember about game design: As difficulty goes up, player freedom and creativity goes down. As difficulty increases, more and more of the roster of frames and weapons are going to fall off. You can use -anything- at all at level 30. But at level 100, you have to drop certain frames or weapons because they simply won't be enough. Nerfing enemies is often a necessity if you don't want to kill off half of your playable characters.
  15. With a fairly large number of 'when you wall latch' type mods, I thought it'd be a nice idea to have a spider-type Warframe with an ability that allows him or her to cling to walls for a very extended period of time.
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