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NuclearCoffeePot

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Posts posted by NuclearCoffeePot

  1. 22 hours ago, Tiltskillet said:

    The very idea of it being game breaking is pretty funny to me.   Are you using this for some electric proc shenanigans of some sort? 

    I'm  a big fan of the Lanka, and tried to make the augment work.   I even had an electric riven riven for it.  But I couldn't make it interesting even with armor strip and grouping.  It was a long time ago, so maybe its worse in my memory than it was in reality, but I'm not sure increasing the number of eligible enemies would have made much difference.

    I wanted to see if I could proc it on enemies in vortex with punchthrough, and just stack up mines for dot

  2. For those of you who do not know about this mod it is a Perrin Sequence exclusive for the Lanka, that causes kills on flying enemies to drop arc traps. These traps deal very low damage but they apply a lot of electric procs.

    So what's the problem? It's the flying condition, because "flying" does not include enemies who are lifted, ragdolled, or suspended by warframe powers. After testing with weapons, and warframes like Zephyr, Vauban, Titania, and a handful of others I can confirm that this only works on enemies who inherently fly, and only while they are in the air.

    This works on Corpus Drones, Grineer Hellions, as well as Flying Amalgam enemies like the Alkanost. Interestingly enough it also works on some sentient enemies since they levitate.

    While it is a syndicate specific mod which is meant for specific scenarios, the fact that the flying condition can't be forced using warframe abilities is disappointing, as it is the whole reason I purchased the mod. Would it be so game breaking if the flying condition was changed to Airborne?

    • Like 3
  3. On 2023-05-02 at 10:20 PM, Antroz0n said:

    I'm suggesting this because of the new horse vehicle that we got from Duviri, because I think it's be a very cool idea. And since there are Warframes that use the K-Drive and Archwing vehicles as their abilities, I also thought it'd be nice for a sort of vehicle ability trio. I welcome all other thoughts/ideas.

    Ok passive is headstealer-getting headshot kills provides you with some sort of stacking buff

    1-Lance charge-Is as sounds, charge forward with a lance dealing puncture damage and pinning enemies on the lance temporarily, if mounted, charge is faster, deals more damage and can keep going the more enemies you hit

    2-Mount Summon-Extra HP pool, bonus ms, mabye cc immunity

    That's all I've got thank you for coming to my ted talk.

  4. So as many Vauban players know(I say many but there's like 5 of us) bounce was his og meme ability, and when it was replaced by vector pad the community collectively sighed. However we all underestimated Vauban's new meme ability, tether coil. Place it on a ceiling with max range, or on a speed frame like volt(yes you can put it on allies) and hilarity will ensue. I was inspired by this strategy to conceive the augment "Mobile Deployment" or as I prefer "Tactical Chandelier" 

    Augment Description- "Upon casting any of minelayers abilities, rather than falling to the ground they will instead hover around Vauban. A maximum of four mines can be active at any given time, and they have slightly altered effects"

    Flechete Orb-The same, you can only have 4 mines active at a time, so you can just hang onto one for a little extra damage, or go all out and be a walking pincushion

    Tether Coil-As described in the opening paragraph, the tether mines simply orbit around you and provide their existing utility, although I have noticed that currently when tether coil is used on a moving object, the enemies it attaches too seem to be anchored in place, or possibly just caught on terrain, thus enemies should be ragdolled and perhaps have some altered unit collision

    Vector Pad-Simply grants its mobility bonus passively with reduced strength- having multiple will cause the mine to attach to any ally that comes within a set radius, providing them with the buff

    Overdriver-Provides the same buff, orbiting mines will shoot off and attach to allies who come in range.

  5. On 2023-04-16 at 5:41 PM, Azamagon said:

    So, I'll just get straight to the point here:

    Issues with Limbo:

    • The Rift is highly intrusive for non-Limbo players, especially those with no strongly damaging powers (like Loki and Nyx)
    • When he works well, he's just outright cheesily strong (due to Stasis, mainly)
    • Limbo works quite poorly with other Limbo players in the squad, such as being able to cancel other players' Stasis, among other things.
    • He deals poorly with certain mechanics in the game, mostly Bosses, but also Eximus units to some extents.
    • Limbo has THREE abilities which all basicly just deal with putting targets into the Rift, which feels like a waste imo.
    • Limbo's Banish is, generally speaking, a pretty terrible Subsume skill.

    So, here are my proposals on how to try and alleviate these issues:

    The Rift plane

    • Now, when Limbo or player-controlled allies (but not NPCs) are inside the Rift, they can still interact with the material plane, but are temporarily displaced back into the material plane doing so - and vice versa. In more detail:
      • When in the Rift, moving around in any way (except rolling, as that toggles off the Rift entirely) and/or casting abilities = You stay in the Rift.
      • When in the Rift, shooting/meleeing enemies or breakable objects, hacking consoles, using Life support, picking up manually grabbed items, activating buttons/elevators etc - interacting with anything which is on the material plane = You briefly come back to the real world (for as long as the action takes), then return to the Rift a brief moment later.
        • This is also true while in a Cataclysm bubble, making you able to attack enemies outside of it - with the risk that comes with the exposure of course.
      • Conversely: When in the material plane, shooting/meleeing etc or interacting with objects which are in the Rift, you are briefly taken into the Rift.
        • Again, this is also true while outside a Cataclysm bubble, making you able to attack enemies inside of it - with the risk that comes with the exposure of course.
      • If there is a mixed crowd of enemies (some in the Rift, some not), priority goes to interacting with the Riftbound enemies.
      • Furthermore, if you are mid-action with something in the real plane - like hacking a console - and you get Banished, it will NOT interrupt the hacking- it will just wait to put you in the Rift until you are done hacking.
    • Limbo and allies (including NPCs) in the Rift are more durable; Limbo gets 75% damage reduction, all other allies (players and allied NPCs) get a 50% damage reduction.
      • This damage reduction lingers for 2 seconds after leaving the Rift, then gradually diminishes over 5 seconds. Getting back into the Rift instantly restores the damage reduction to its maximum.
    • Limbo and allies still get 2 energy per second while in the Rift.
    • Enemies enterring the Rift still suffer 300 impact damage.
    • Basic loot (ammo, orbs, credits, mods etc) can now be picked up even while in the Rift.
    • Specific change (bugfix even?): Kuva Fortress turrets and mines no longer hurts Limbo or allies inside the Rift.
    • Limbo is no longer forced out of the Rift when he leaves Cataclysm - his passive rift-dodge now works better as a "toggle" for where he will be when he exits Cataclysm. For more clarity, here are some examples:
      • If a Limbo player who has enterred the rift via the dodge-passive then enters and exits a Cataclysm bubble, the Limbo will NOT automatically be put back into the material world, but rather stay in the rift
      • The opposite is also true: If a Limbo player who has enterred the real world via the dodge-passive then enters and exits a Cataclysm bubble, the Limbo WILL automatically be put back into the material world
      • If a Limbo player who has enterred the Rift via the dodge-passive then enters a Cataclysm bubble, then dodges while in the bubble (technically putting them in the material world, but remains in the Rift due to Cataclysm's presence), then exits the Cataclysm bubble, Limbo WILL automatically be put back into the materialworld. And vice versa is also true.

    Overall, these Rift changes alone would solve the arguably biggest issue with Limbo; the intrusion upon other players. It also quite directly enhances Banish as a subsume ability, as you can now for example Banish enemies and instantly attack them and briefly get into the Rift to deal with them yourself. It's not as powerful as it is on Limbo, generally speaking, but it is now a quick little "divide and conquer" skill you can more freely tinker with on other Warframes.
    Furthermore, it also helps with the "Cataclysm edge-dancing", meaning it now always lets you attack enemies without having to move back and forth between the edge of Cataclysm.

    Passive

    • Limbo retains his "rift dodge" (i.e. dodging to go in or out of the Rift).
    • Limbo retains his 10 energy gain when he kills an enemy who is in the Rift.
    • As mentioned in the Rift section; Limbo has 75% damage reduction while in the Rift (in contrast to other allies, which only get 50% damage reduction).
    • Limbo no longer leaves portals behind when doing his rift dodge.
      • Sure, it is no longer as intrusive to be put into the Rift, so these portals could stay - put they would also be entirely unnecessary now with the suggested Rift changes.

    Banish

    • Still casts a conical wave of Rifting energy. However, now it will put allies and enemies into the Rift, regardless of which plane Limbo is in.
      • Due to the changes I've suggested for Stasis, this change would not be as overpowered as it would be in the current form of Stasis.
      • It would be nice if the wave was visible, so you see the size of it.
    • Holdcast still removes all allies and enemies affected by Banish, but only by YOUR Banish (not other Limbo's Banish targets).
      • If a target is affected by another Limbo's Banish, you can still also cast Banish on it as well. The seperate casts are simply handled completely seperately, so neither of you will block each other out.
    • Banish's damage can now damage and break open breakable objects (just like Cataclysm can).
    • Can now be cast on targets who are already in the Rift via Cataclysm (currently, they have to be Banished FIRST, before enterring a Cataclysm, for Banish's duration to apply on them)
    • Banish on enemies:
      • They are dealt 150/300/450/600 Impact damage (up from 150/200/225/250), and are still knocked down
      • They now also suffer 20/30/40/50% more damage taken while Banished (affected by Ability Strength).
        • This further makes Banish a useful skill in his kit AND makes it further viable as a Helminth skill.
        • This vulnerability will indeed work on Eximus units as well.
    • Banish on allies:
      •  Works basicly the same as now, but as noted in the Rift plane section: they can freely pop in/out of the Rift by just attacking enemies with non-Abilities or interacting with material plane objects (like hacking etc).
      • Putting Banish on an ally also Banishes their Companion now - However, the Companion will not be able pop in/out of the Rift on their own will; the Companion will be in the exact same plane their owner currently is in, regardless of the Companion's own actions.
        • Or should the Companions be able to pop in/out of the Rift? What do you think about this interaction?
      • Rolling still entirely dispels Banish from allies - However, since being Banished now has very little chance of being disruptive, maybe it could be changed to be a dispel on backflip instead (like with Volt's Speed)?
    • Augment - Rift Haven: Now grants 2/3/4/5% health regeneration on allies and their companions when they are outside of the Rift (which can now happen when fighting with enemies in the material world, even while Banished), or 6/9/12/15% (down from 10/15/20/25%) health regeneration while in the Rift.
      • Limbo (or whoever the caster is, if it's a Helminth-user) and his companion will always also gets this healing bonus for the same duration, whenever casting Banish.
      • It can now also heal Eidolon Lures, and trigger Archon Intensify.

    Stasis (Rename into Quantum Fracture?)

    Due to the massive QoL and buffs to the Rift plane, Stasis is in for a nerf (with minor counterbuffs):

    • While active, enemies in the Rift are paused for 0,5 seconds, every 1 second (giving it more of a "stop motion" kind of feel)
    • In addition, while active, all enemies in the Rift suffer from 1 Cold proc. As soon as the ability is disabled, the Cold proc is removed
      • This counts as an extra Cold-proc (Meaning, with this ability on, enemies can technically have 9 Cold-procs on them, but still adhering to the slowdown cap at 8 procs)
      • Also note that the Cold-proc will work on Eximus units even when its Overguard is active (In case you didn't now, Overguard doesn't block Cold-procs). As soon as the Overguard is removed, they will also begin suffering from the frequent pauses.
      • This Cold-proc is not just a way to alleviate some of nerf of the pausing effect, it is also meant as a visual indicator to tell you wether the ability is active or not, due to the frosty effect of the proc being placed on the enemy(s).
    • Ability duration is raised to match Cataclysm's duration (from 8/10/12/15 to 15/20/25/30 seconds), which basicly means its duration has been doubled!
    • The ability is now handled seperately for each Limbo player in the squad; If one Limbo turns it off, it does NOT turn it off from other Limbo players.
    • Augment idea - Quantum Entanglement: Each pause duration is increased to 0,75/1/1,25/1,5 seconds (with the same 0,5 second unpausing afterwards). Also, 5/10/15/20% of all damage dealt is now shared among all enemies in the Rift, with a 25/50/75/100% chance to transfer status procs too.

    This makes the ability less of an extreme "I WIN" button versus anything you put in the Rift, but it also gives you a little bit of an aid versus Eximus units, and lasts twice as long to have the same duration as Cataclysm.

    Rift Surge

    This ability arguably gets the biggest rework of them all (basicly making Rift TORRENT (its current augment) into the main ability, with some additional effects).

    • Costs 75 energy at base (moddable by Ability Efficiency), and places a buff on Limbo for 15/20/25/30 seconds, affected by Ability Duration. Can be recast at any time. This buff has multiple effects:
      • 1) Gain +40/60/80/100% weapon damage, +10/15/20/25% for every alive enemy in the Rift (updates dynamically), both values moddable by Ability Strength. When leaving the Rift, the damage boost is retained for 2 seconds, then deteriorates over 5-ish seconds. Returning to the Rift instantly restores the damage boost to its proper value.
      • 2) While in the Rift, gain +10/15/20/25 shield regen, which can create overshields and is moddable by Ability Strength. While outside the Rift, the shield regen bonus stops, but resumes as soon as he returns to the Rift.
      • 3) Killing enemies causes them to burst in an electrical explosion. Deals 5/10/15/20% if the target's max shield and health as electric damage in a 3/4/5/6 meter radius (can damage both planes), with the radius moddable by Ability Range
    • Augment - Rift Torrent -> Reworked into Rift Cemetery: Enemies killed in the Rift now turn into Rift Ghosts. Rift Ghosts are invulnerable, ally-intangible, attack and distract enemies and still contribute to Rift Surge's "damage bonus per enemy". Ghosts last for 6/7/8/9 seconds each, and are duration moddable.
      • Note that the Rift Ghosts can only hurt enemies who are in the Rift.

    Cataclysm

    • Enemies can no longer leave Cataclysm on their own while Stasis (or Quantum Fracture, as I suggested to rename it) is active - it behaves as if Cataclysm's borders are solid
    • For every enemy killed inside the Cataclysm bubble, a small amount of its total shields+health is added to Cataclysm's collapse damage, giving it an Equinox Maim-ish nuke potential.
      • This is also modified by the radius/duration multiplier (so at max size, it deals 25% damage, and at minimum size it deals 100% damage
    • Holdcasting Cataclysm while it is active will rapidly shrink its size and detonate it (giving you max power but minimum range for its explosion)
    • Cataclysm is no longer dispelled by Nullifier bubbles, but the Nullifier bubble rather just keeps the Nullifier and any of its allies within its bubble protected from the Rift
    • If material world interractables (like hacking consoles, life-support capsules, mobile defence terminals etc) are covered by Cataclysm, you can now interract with them from the Rift.
      • If the Cataclysm shrinks and no longer covers the interractable object, while you are in the middle of using it, you are also dynamically put into the material plane, WITHOUT interrupting the action.
    • Augment - Cataclysmic Continuum: In addition to the duration extension on kill, the dome no longer shrinks in size over time at all.
      • This does NOT negatively impact its detonation multiplier (the multiplier is counted "behind the scenes")


    Aaaaand that was my take on a Limbo Rework / Revisit. All in all, this means he would no longer be able to cheese enemies as hard with Stasis, but he has been compensated with a teamfriendly overhaul to the Rift and his kit, a bunch more tankiness and a lot more attack power in basicly all of his skills.

    Overall, do you say Yay or Nay to this?

    Personally I would just like to make rift surge a buff, that consumes extra energy to let you interact outside of the rift-

    Sample Description- Limbo channels his energy into specific items and objects he interacts with, allowing him to alter their rift state- While active, Limbo's weapons will be able to damage enemies outside the rift, at a cost of energy per second while he is dealing direct damage(not triggered by dot)- 

    Limbo's damage to enemies outside the rift is naturally reduced by 25% but increases for each enemy and ally within the rift, allies also benefit from Rift Surges effect, and have a smaller energy cost-

    Augment- Energy transfer- When Limbo kills an enemy outside the rift while using Rift Surge, he channels the energy of the attack into nearby foes, banishing them and dealing "overkill damage"(if the attack that killed the enemy did more damage than they had health, the damage is divided amongst enemies in the radial banish aoe

    All that being said I really like your ideas and I think they would be great if implemented into the game

  6. Concept is cool, but I feel it needs streamlining. Your ideas are wonderful and creative, but the kit could easily seem overwhelming to a new player, and considering Nyx is fairly easy to get that may be an issue. 

    Reviewing-

    Passive- Excellent Idea, just taking less damage already makes it superior to the current passive, however, instead of being based on distance from her, lets make the damage debuff based on the number of enemies in range up to a cap, and give the debuff to enemies in order of proximity. IE if ten enemies is what you need to get the maxed damage reduction, and there are 15 enemies within range, it will apply to them in order of closest to farthest- Reducing the damage of every enemy in the radius seems a little to strong for a passive that has no combined effect with other abilities, hence the number of enemies capped. But if that seems like it would be too problematic, we can compensate somewhere else in her kit rather than putting almost all her defenses into one skill, or apply a different debuff to enemies past the main cap, perhaps simply the current accuracy debuff-

    Alternatively, since I like the first part of your 1 so much, maybe the damage reduction aura could instead by a damage absorption aura, it grows stronger the more enemies are inside, and absorbs a % of the damage they would deal and shares that number with your first skill.

    1-speaking of the first ability, Giving the mind control target an absorb and priority for building up charge is fantastic, but the secondary cycling effect could prove difficult to actually manage for the player in a hectic scenario, however I like some of your concepts so lets see if we can tie them down to specific enemy types rather than button juggling.

    If you target an eximus, recasting the ability will trigger a smaller(less visually obnoxious version of their ability to generate from both the target and nyx herself, the type of ability she has could be indicated by a symbol above the ability or around her reticle

    If you target a normal enemy you can reposition them instantly, causing them to first teleport to your location, and then make their way to a targeted location- When they appear they will deal a burst of damage-

    As for the final trait- swapping locations to a target who you may not be aware of their location could prove disorienting, and you may wind up in a worse situation than before, Instead, Transference- why the heck not double Transference. If Nyx takes lethal damage while a brainwashed target is alive she transfers her consciousness into their body and can then sacrifice them to reconstitute her form.

    2-Another ability with some deceptively complex layers- Nyx conjures telepathic blades to seek out her foes and strip their defenses, simple enough- No more needing line of sight on your mind control target, casting the ability while they exist will cause an additional cast of the ability to emanate from their location- All your other changes are perfect, built in confusion, recastability, and now, fewer casts needed because of double cast-

    3-Cool- Thats it, an extra defensive ability that serves to buff her other skills and allies, works for me-

    4-Oh yeah, combining chaos and absorb is amazing, like combining bastille and vortex.- Lets make one extra change- Starting off you enter your absorption state to build up charge, but your brainwashed target will also recieve a reduced version of the effect to further enhance the charge build up.

    -Damage falloff- EH- I hate damage falloff in this game honestly, it is my biggest gripe with banshees 4 augment and I'm sticking by that for this ability, if damage falloff is going to exist, it should be lenient on the player, this is, after all a horde shooter. With so many enemies ,having damage falloff so drastically rarely feels satisfying, and most new frames barely have any damage falloff.

    -Chaos portion- Perfect <3

    Augments-

    Brainwash- Getting more brainwashed victims is excellent- Perhaps we can streamline the process though by making Brainwash an AOE effect, it affects a group of enemies, their threat value and absorption range goes through the roof but they lose all their other special abilites, casting on a new group deals damage to the former enemies based on psychic charge and new enemies recieve the full charge but no longer get their absorb period, makes the ability faster to refresh and prevents the damage absorption from going crazy high

    Bolts- Super cool, a secondary source of damage, amazing thematically, but boost the damage by psychic charge and have it consume a set amount per enemy to boost the damage, it feels kind of odd that the only ability that consumes energy from you Brainwash and Absorb is, well absorb.

    Siphonage- Perfect, no changes

    Cerebromancy-So, since this ability combines chaos and assimilate it should be considered that between them Nyx has 3 augments- Your version is essentially the SIngularity augment with a little chaos flare and the old no movement rule- That covers both her old assimilate augments but not her Chaos perk, and it feels a little cheap to not give players who attained it something in return-

    -Chaos Reign-I've always wanted to be able to kill enemies with Chaos, so let's brainstrom an idea for a more chaos heavy cerebromancy augment- Nyx no longer absorbs but immediately begins emmiting waves of energy that scramble enemies minds, 1 wave per second, each wave consumes psychic energy and applies a stacking effect to enemies struck. These enemies are afflicted with Chaotic but they also deal significantly increased damage to each other, increased for each wave they withstand. AI is dumb in warframe, so lets also give them magical accuracy when targeting each other : ) 

    • Like 2
  7. On 2022-04-15 at 12:20 PM, ant99999 said:

    I'm sorry, but isn't OP's talk about the role of Hydroid just wishful thinking? It probably was the case some time ago, but since then the game balance went completely off the rails. Why and where would you need to bother with crowd control if you can just kill everyone, and it would be much faster and safer?

    I don't mean it as an insult to Hydroid, his kit is certainly unique and deals with his intended role well, but that role is long since obsolete, isn't it?

    Indeed. It was the same problem with Vauban, a unique kit and a defined cc role means nothing when every other frame in the game can do your function better, faster, and safer. I love hydroid, and I wish I had a reason to use him, but there are other frames who do his job better and I have more fun with. Post rework Vauban and Zephyr are perfect examples, they are still crowd control gods, but now they have additional layers of utility and damage that let them stand along side other frames rather than beneath the.

  8. I dont hate revenant, I hate how sloppy his design is. His theme got all muddled up and his abilities show it but he is still good in most content. Take his synergies for example. Sure he has a lot but when you think about it they are there just for the sake of it and dont really do much. 

    For starters most synergy involves thralls. Lose mesmer, get a free thrall, have thralls, get more leech+overshields. It all sounds great but it has FUNDAMENTAL problems. 

    For starters thralls die too fast in a squad mission to properly utilize to gain overshields or leech unless you cast 3 or 4 right away. If you want to build around the % health increase for 3 it is best to go at it in a solo mission and shepard around thralls occasionally harvesting them and resetting the duration. Its fun, but not too practical.

    The next synergy I want to talk about is a counteractive synergy. His 4th ability technically has a way around its damage fall off and thats its damage redirection trait, damage taken is stored and expended by the beams. Pretty cool. But when you consider that mesmer skin is almost always active you realize that 90% of the time this trait is effectively nullified. so if you want an effective damage dealing 4 build at high levels, you forgoe mesmer skin and build a little extra tank and sustain yourself with the reduced 3 cost.

    Another big issue is that while his 4 gives you overshield drops by killing thralls and his 3 gives mesmer skin stacks when moving through thralls, the fundamental problem is that, say you are using your 4, with 3 to move around faster, you cant refresh mesmer skin stacks or gain overshields efficiently because you have to exit your 4 and cast enthrall before resuming, and for the best result you would want max thrall numbers, requiring an even longer wait time, It is much faster to just recast mesmer skin then use the synergy.

    Those are my main gripes about his synergy.

    Then theres his theming and ability kinks.

    For theme I thought it would be cool to have a vampire frame, and an eidolon frame. But they have very little business being combined, at least in the way they did it.

    One of my biggest gripes about his base abilities is his 3. Good damage and leach, plus you can steer and cancel it. But it is grounded. The only method to really "fly" is by aimgliding and then casting, since you maintain the reduced gravity, and even then you have no way to change elevation. 

    If it were me fixing revenant I would either give him a huge mechanical overhall to clear him up or(what i consider to be a more interesting approach), fix his current kit without removing too much and introducing some method via quest or whatnot to split the existing Revenant into 2 frames, one vampire, one eidolon.

  9. Static Discharge is a unique mod for the prova. It is intended to function in such a way that whenever you perform a charge attack enemies near you recieve a shock. It used to be this mod was only really good at blinding you since you could stack up the charges with repeated heavy attacks and it only dealt a flat amount of damage. However I recently noticed the mod had been changed since the last time i saw it, and its description now states it shocks nearby enemies on charge attacks, dealing 80% of weapon damage, and i thought, hey, that seems much better then the old Static Discharge, mabye i'll give it a go for laughs. Only to find that it is a horrible mess.

    Spoiler

    latest?cb=20171007154847

    I first noticed that no matter how much damage i stacked on the weapon i only ever did 1 dmg per second on the shock proc. So upon inspection I learned a few things.

    Firstly, and most egregiously the "80%" described on the card, is complete bull and the shock only deals 25% damage. Second it is only 25% of base damage, so it is only effected by Pressure point and not elemental mods. Even with a primed pressure point of course, it was still only a 1 dmg per second shock. So the only thing this mod does is provide a weak stun to enemies in a pitiful 4 meters of your prova. Which could be done anyway, cause the prova has base electricity, so with a little range and enough status chance you electrocute enemies on almost every swing of the weapon. 

    I must say its a massive shame that such a cool sounding mod does absolutely nothing in practice, is misleading in its description, and is so flagrantly useless its a marvel it even exists. 

    So here is my proposition, along with other mods that do nothing in the game, Static discharge should be changed to at least perform a halfway decent function that can do more then just waste space. The electrocute can't even kill level one enemies by itself. Why do we have mods that do absolutely nothing like this and Reflection, which literally does nothing because it works based on channeling and they somehow missed it when they changed channeling mods over to combo meter, which I will remind everyone was in October of 2019 when Grendel and Kuva Liches were released.

    Ultimately DE will have the say in how these mods get changed but here is my suggestion.

    First for static discharge- 

    Either fix it so the mod ACTUALLY shocks enemies around you for 80% of the Charge attacks Damage or....

    Idea1- Whenever the prova damages an enemy a % of the damage is stored and released as a shock that strikes the x # of closest enemies when a charge attack is used

    Idea 2-Static discharge increases status chance and causes electric procs dealt by the weapon to arc a significant distance further and deal bonus damage

    Idea 3- The prova PASSIVELY shocks nearby enemies each second dealing basically nothing but increasing the range of the shock with combo meter or kills for some melee cc

    Second for Reflection- Heres the card if you needed a refresh on what it does 

    Spoiler

    latest?cb=20171007154050

    Simple proposition- Just remove the channeling requirement so a % of damage blocked is reflected by enemies, and to make it so it actually deals damage give it 100%+ of damage taken.

     

    • Like 1
  10. So i just launched the deadlock protocol and can i just say it looks great, as much as i love the old classic the new design of corpus ships is a top notch job, but i couldnt help but notice that with a grant scale rework of corpus tilesets and the jackal, you didnt touch the sergeant, his ship is huge and beautiful but when i went to check out Illiad it was the same story as always, 1 shot before he even had time to turn invisible. Please give the sergeant love, he is the saddest of all bosses

    • Like 3
  11. On 2020-03-17 at 5:41 PM, JeranTek said:

    The problem with reflection is the imbalance between damage we do versus damage we can take. It takes thousands or hundreds of thousands of damage to take down an enemy while my frame has ... 360 shields and 300 health. Reflecting the damage they manage to do to me is irrelevant. It's the same problem self-damage had.

    They could give it a multiplier enhanced by enemy level and make it finisher damage so it can actually kill

  12. Gas damage needs to be flat out changes. I could care less about blast cause i rarely use it but gas is completely useless. It's gas dps needs a secondary effect. Right now ots only use is against infested in which case a slash viral heat build will do that better. 

    My solution-toxic gas is terrifying. With a single breath you can choke to death with your lungs melting and bleeding. So effectively in the real world gas is like max health damage that ignores armour and shields- so gas in warframe could potentially

    A: be a damage type that has a damage increase on its ticks based on enemy level

    B:Increases in damage the longer enemies are affected by it

    C:could apply other status effects on its tic damage

  13. 21 hours ago, Jarriaga said:

    Same as last time:

    - Any plans to continue with the melee revision like adding Exilus melee? Any plans to buff or re-do exalted melee weapons? They feel significantly weaker than regular melee weapons such as the Venka Prime and Nikana Prime, which not only have access to more powerful mods (Blood Rush / Weeping Wounds), but don't require energy to use and have a higher mod capacity.

    - Any plans to add additional combo chains to stances that only have 2 or 3?

    Diwata especially needs to be looked at. Status changes gave a boost to exal blade but the others need some work

    • Like 1
  14. On 2020-02-29 at 5:23 PM, frogov99 said:

    With more changes to titania coming in the next update, I think this is the right time to give feedback about it. In my opinion, the changes showed by DE are mostly quality of life improvements for Titania but they don't change significantly her kit. 

    Reasons for a deeper rework:

    1) Titania's 1-2-3 skills can't be used without enemy targets. And when engaging enemies directly, 4 is the best option to deal with them.
    2) Razorwing deals good damage, so 1-2-3 should help Titania (with or without razorwing active) deal more damage instead of focusing on crowd control. 
    3) Titania is not a top tier tank, so she needs to debuff and eliminate enemies to survive

    These are my ideas:

    Passive: keep rolling/bullet jump distance +25%. Add +15% parkour speed after a bullet jump for 6 seconds

    1) spell bind: disarm enemies. No more ragdoll. The effect makes enemies take increased damage from all sources (or an specific source, like elemental damage or skill damage)

    2) tribute: same mechanics, different ways to trigger effects
    -Dust and entangle combine effect into one (slow down enemies by 25% and -50% enemy accuracy)
    -Thorns keeps the same
    -Full moon applies to all allies in affinity range and titania, not just companions (reduce the buff from 75% to 40%, double for companions and razorflies at 80%, to keep it balanced)
    Each tribute comes from Titania on cast. The cost of the tributes could be energy, shield and health to trigger instead of just energy

    3) Lantern: killing mesmerized enemies adds extra damage to the explosion at the end of the skill

    4) Razorwing: razorflies grant a % damage reduction. Titania gets energy when one of the razorflies is destroyed

     

    I think this changes could make Titania a more efficient dps Warframe while also increasing her usefulness in the battlefield, and maybe adding more variety to builds, since those changes could make skills 1-2-3 more relevant. My tribute change idea is because it allows Titania to be "ready for battle" at any moment, without having to target an enemy and go for the buff. It would also make Titania get all tributes faster (since there are 3 instead of 4). Titania is not among my most used warframes but I think that she deserves greater improvements and buffs. I hope that other players that have played with Titania agree with this.

    Thanks for your time if you have read everything! Share your ideas and let me know what you think about mine

    One thing I think needs to happen is that her enemy accuracy debuff instead needs to be a bonus evade chance so that it stacks more clearly with her razorwing passive

    • Like 1
  15. 43 minutes ago, (PS4)IndianChiefJeff said:

    On principle alone, mixing vampiric elements into a Frame that lacks any tangible aspects of vampirism is a foolish endeavor, even more so regarding a Sentient Warframe. It feels as though DE was split on sharing those aspects between both Revenant & Garuda. In Garuda's case, she got a better kit out of the deal. Revenant suffers because he wasn't allowed to go all-out with the Sentient Eidolon aspect, and that's why we ended up with discount Nyx. Revenant desperately needs a rework that makes his Sentient aspects shine more, perhaps starting by adding Adaptation into his passive. He needs a better tanking ability THAT ISN'T CHARGE-BASED, as well as more damage opportunities outside of Danse Macabre. Why he turns into mist while Vomvalysts turn into energy and actually DO damage in that form is beyond me.

    THat is what happened, they handed development over to DE reb and she made it vampire themed, steve stepped in to make it more eidolon but it was to late and it got muddled up 

  16. Im cool with whatever you want, I don't really care much about Hildryn, she works, thats enough for me. But dear god, don't give her a piraty theme, that just, totally undermines sad boy hydroid, he is literally crying his own puddles, and they are DEEP- Hildryn is a new take on the norse Valkyrie theme, from the root of her name Hildr meaning battle, to the orikin script on her helmet that reads Shield Maden(aka what a valkyrie even is) and all her abilities have some naming or literal thematic relevance to that 1-balefire, a funeral pyre, ring any norse bells 2- Pillage- Ring any norse bells 3- Haven, shares your shields, protects your allies, any shield maiden theme you notice 4- aegis storm- aegis being the breastplate of a sky god, albeit a greek one, aside from that she flies, valkyrie, she still uses all her abilities, and she uses two balefires 

  17. My thoughts- your discharge and lightning storm are both electric discharge, fuze them or just get rid of one- you effectively gave speed to your passive- to replace discharge, make it an ability that shares certain effects ie- allies in range get passive speed, electric block, etc

  18. On 2020-01-02 at 2:46 AM, divi_india said:

    That should be changed to circular light wave and hitting everyone in the range. And casting time and post cast animation should be reduced significantly. The ability is useless right now, atleast I don't use it. But that doesn't mean we should change it with something else or copy some other ability from other frame.

    Also I noticed that when you use slash dash in chain to evade heavy damage, the warframe is vulnerable to damage between cast(when the warframe stops moving and we have to press 1 again). Actually I noticed that Excalibur is only invulnerable when he's moving. When slash dash is used he brings out his skana and then charges and then he puts it away. He's only invulnerable when he's charging but not when he is taking out his skana or putting it away. So there is a period of vulnerability in successive uses slash dash. I have tried using macro for this purpose also so I know it's not related to perfect timing.

    On the first ring comment- Im going to expand on that into a defensive build- On activation Excalibur creates a halo of light around him, expanding as he damages enemies and stunning enemies who enter it for a duration- the max expansion is based on range and weapon fire has a high % to be blocked by the ring- this enables him to block fire from enemies farther away while balancing it so enemies who get close in his optimal melee range for use of things like life-strike he stuns them for long enough to take advantage and kill them-

    For the second with slash dash having a vulnerability period why not give it a combo duration like ember or atlas 1- the higher the count the more damage reduction he gains in his vulnerability stage

  19. 22 hours ago, IceColdHawk said:

    Okay then question time, what does make a frame good in your eyes? Cause apparently being able to infinitely solo survival hours doesn't make a frame good for you.

    To me,OP, the issue with Revenant is not that he is bad, i enjoy playing him and he is pretty good- My problem and the reason I feel he needs a rework to an extent is that he doesn't fit his theme very well at all and his mechanics are all rather sloppy- To me being good is relative, I don't care about a frame's stats and abilities, I want to have fun playing them, it's why I don't enjoy most nuke room with 1 button frames and prefer cc frames like nyx/vaub/zephy, or single target mobile damage dealers like titania- My one exception is Ember because currently she requires a setup, you have to manage her damage reduction with energy drain and want to strip armour before you ult, plus since your ult is line of sight(albeit wonky los) you have to move around a lot rather then just sit in the middle of the room-

    • Like 1
  20. 13 hours ago, AlphaRyuuxx said:

    I mean would it still be a LOS requirement? And even then, having a defensive ability rely on enemies is pretty bad in the world of map nukers and teammates killing stuff before they can hit you or you can hit them (*cough harrow *cough). Wukong gets away with it because of the conversion multiplier. 

    You could make it however you want, it could even be a channel that consistently marks enemies around you- on the topic of nukers if enemies die before you can hit them then there is no need to use the abiity anyway, it will come in handy when the nuker damage gets outscaled by enemies though- 

    13 hours ago, AlphaRyuuxx said:

    And would that excess healing be unique to excal? Because I feel like that would be way too abusable with other frames who already have forms of survivability

    Your right on the abusal part- if we want excal to be able to heal even when nukers are killing enemies around him before we can hit them then we can make it so that ally damage to targets marked by the ability will still provide healing to you- The health buffer can have a cap and after that cap limit is reached it can start to effect allies, in order of lowest health/defensive stats- this way it will help you no matter what, as long as you have the ability active, and it only starts helping allies one by one, in order of the allies who don't have as much defensiveness like nova, it might eve ignore allies who have defensive abilities active like rhino skin, defy, kinetic plating, immolation etc

  21. 6 hours ago, Yun_Woo-Seok said:

    "lifesteal" aka "health regen based on dmg" aka "press 3 to spend 75 energy to get 0-12 health back"

    No thank you

    I never specified it would be healing a single digit for every enemy stuck, values were not provided

    6 hours ago, Yun_Woo-Seok said:

    What no one seems to understand here is that when the OP says excal needs survivability, that doesn't necessarily mean healing. When the topic "excal needs survivability" is brought up, it's not because excal can't heal when he takes dmg(there are already SO many ways to heal in this game), it's because excal can't survive the dmg in the first place.

    Think about it. Which is better: healing or defense? Obviously you guys think healing is better because hey it's healing and who doesn't like that? Actually defense is better because what use is healing when you'll just be killed in one shot? Yes this will only happen at higher levels... but that's the point. What do you need healing for? Lower levels where you can survive the hits? The enemies can't even kill you at those levels. And again: there are A LOT of ways to heal.

    Heals are nice but worthless if you're already dead.

    I already provided a non heal idea, also the reason I provided a heal concept was mainly because I recently spent time on a post where we talked about how new melee meant healing with excal blade is less effective without old channeling since you have to heavy attack or use healing return which is suboptimal

     

    -and all you need to do to make a healing ability work as a defense tool too is just have excess healing added to a buffer or convert it into dmg reduction or armour-

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