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Ceadeus

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  1. Any player who's been around for a while will remember the end of the War Within questline. After all the confusion and revelations and bombshells being dropped, we're presented with one final choice: Drink the Kuva or not. Logically one would think that this choice should be some significant act with long-term ramifications and heavy implications on what players are capable of depending on said choice. Afterall, this stuff is supposedly the difference between life and death for a lot of different entities, the difference between being one of countless grunts to get slaughtered in the waves of flesh being thrown at us, and some genuinely comparable foe capable of taking on (and even defeating) our Warframes. But... It's not. Drinking the Kuva or not winds up being one of the most inconsequential choices you can make throughout the entire game, literally amounting to nothing more than a small UI element that only appears if you examine someone's profile and whether or not that icon is white or black or somewhere in between. That's it. That is literally the only implication we've seen from this choice. Sure players get a little spooky ghost voiceline in the quest cinematic but then everyone winds up hearing these lines and seeing their operator popping up around the ship anyway, so ultimately we can call that a wash as well. If we really boil it down to a "lore" or "in-universe" effect, all we can assume to have come from the Kuva is a divide of players. One camp of players who didn't drink the Kuva and ultimately became as strong as the ones who did anyway (since again, no actual tangible effect on gameplay or anything) presumably out of training and discipline and whatever, and the other camp of players who did and all we can assume it did is detract from the validity of their in-universe power supposedly being supplemented by said Kuva. To put this another way, it's effectively the same as looking at two bodybuilders, one who got big through hard work, training, etc and one who just took steroids and got just as big (obviously this is ignoring the negative impacts of steroids for the sake of the analogy). One of those is clearly going to be more impressive than the other. This turns our final actual implication of the Kuva - the alignment indicator - into more lore-wise a "*@##$ Badge", excuse the French. A seeming lack of any direction or real intent for this choice to affect anything has inadvertently done nothing more than imply certain players are "less than" from a lore perspective. I don't really know if DE has any plans as far as this or if they even remember that this choice was ever even made to begin with at this point, but I've got to say I'm personally much more invested in seeing this storyline through than I am with the Sentients and the whole New War deal. I doubt it will get much traction, but if anybody with DE has any insight at all they can share with us, I'd sure love to know if this is ever going to go anywhere or if this will forever just be a relic of abandoned plans that quietly undermines the accomplishments of any players who made the wrong choice.
  2. Look we all know Yareli came out pretty bad. It's clear a lot more went into her visuals than her actual gameplay. However a lot of the topics I'm seeing regarding her are either just saying that and not elaborating or are giving very basic/misguided attempts at fixing her by just up'ing different numbers and such. I think Yareli's kit has the potential to be interesting if it actually had a little more depth to it (pun fully intended).Sea SnaresInitially seeing this ability I was actually fairly interested in it as it was an unorthodox method of CC and with the right factors it actually could've been a very useful tool, I was actually really hoping this would be her subsumable ability instead of Aquablades. Instead, Sea Snares got virtually every limitation possible with very little actual benefit. The range is short, the duration is short (and even shorter if it doesn't immediately catch something in its short range), the damage is small, and for some reason there's a hard cap on the amount of snares you can throw out.To address Sea Snare's issues, I would like to take notes from Hydroid's puddle which is arguably the best part of his kit just with the most boring implementation. I would like Sea Snares to have their duration removed and instead become a channeled ability, with each active snare increasing the drain. Yareli would be able to throw out an infinite amount of snares for as long as she can sustain the energy drain, and the snares would have a significantly larger homing range so that they act better both as an active combat cast as well as a trap layer. Sea Snares will now stack unused snares onto nearby targets to multiply the damage done for every snare, making the ability more viable both in crowd suppression and single target damage. Sea Snares will also deal ramp-over-time % total health damage (obviously would need to be relatively small per snare to allow stacking to not instakill) and on a hold to cast will detonate all snares for their current % value. (IE: 3 snares all dealing 10% total health would detonate for a total of 30% total health of the target). This allows for infinite scaling and relevancy at all levels of the game.MerulinaLots of people are currently hating on Merulina, and lots of them have very justified complaints; lack of modding, clunkiness in tilesets, restriction to secondaries, lack of any real unique mechanics besides DR. However, I'm of the minority that appreciate Merulina for one simple factor: player freedom. I like that we have Merulina and can use her for the same reason that I'm glad we were allowed to use Necramechs in missions despite them having similar navigation problems on certain tilesets, and that is that I like being given the freedom to not have arbitrary limitations on my gameplay that make no sense.Now this freedom factor does not make Merulina good though, so that's what I hope to do with the following. First and foremost, make Merulina knock enemies down into a ragdoll state. This alone would make Merulina much more suited to utilizing the increased mobility to zip around the area CC'ing enemies and in turn giving yourself even better effective-DR. Secondly, make riding over said ragdolled enemies hold them in Merulina's "wake", again, in much the same way that Hydroid's puddle currently functions, giving a low ramping DoT and allowing teammates to shoot the trapped enemies until Yareli stops moving and the enemies are released from the wake. This would give Merulina a degree of offensive potential while still keeping it primarily as a CC/DR tool, while also allowing Yareli to pull in enemies affected by her Sea Snares for added damage output and better synergy.I would also of course like to make the request that we be allowed to use primaries and melee and such on K-Drive but I understand that would require extensive animation work so I won't hold my breath for that one (again, pun intended).AquabladesThis is really the most underwhelming part of Yareli's kit as far as I'm concerned. It's not very interesting, not very effective at anything CC, survivability, or damagewise, and by far the least interesting potential subsumable ability from Yareli. This is probably the one ability that I think should be entirely scrapped and redone with the only part kept to be the art for reasons that will be explained in the following.What would I replace Aquablades with? Aquablades of course. But rather than the current iteration, the new Aquablades would be an exalted glaive as many people initially predicted them to be when we saw the concept art. This might mean moving Aquablades to Yareli's 4 and Riptide down to her 3, but I think it would make her substantially more interesting. The circling blades idea could be kept during the glaive's throw to both increase the effective AoE of the glaive to separate it as an exalted weapon over standard glaives and still inflict the same constant slash procs while also being supplemented by the standard power of glaives as melee weapons already. In addition this could provide added synergies with Sea Snares and Riptide by either increasing their damage if thrown through (if it doesn't outright kill the enemy in Sea Snare's case) or by amplifying the detonation damage if a mid-air heavy attack is used within range of the snares or Riptide (more on Riptide interaction next).RiptideThis ability in particular was quite the rollercoaster for me as seeing it initially be showed off on devstream brought the immediate concern to my attention of its quick detonation and how it showed the same problems as Hydroid's old tentacles where the CC potential only lasted a moment before the enemies were violently thrown around and made the grouping aspect irrelevant. I later saw the Yareli Warframe Profile video which phrased the ability as "...ragdolling and holding them in place. And upon deactivation, enemies are launched outward," to which I thought that meant they'd updated the ability to give you the choice of when to detonate it and release the enemies, which I was very happy someone had the foresight to address that issue... And then I actually got Yareli and found out that was false and it's still just automatic. Not only automatic, but so quick in fact that the idea of it grouping enemies at all is almost entirely irrelevant since they'll be thrown before you can even interact with the cluster. Not to mention a relatively small effective range and poorly scaling damage.You might've guessed it by now based on the other abilities, but yes, Riptide would get the same treatment where it would be a tap to cast, channeled drain, with a hold to detonate. There are two routes that can be taken to make Riptide more viable in my opinion, either the effective range can be massively increased so that Riptide is a much better "room"-level pull instead of just the targeted area, or with the ability no longer automatically detonating, it could be made to cast X amount of Riptide's that can then be used to create multiple vacuums throughout the area. On top of this, the damage profile would also be changed to match Sea Snares' ramping % DoT that stacks if an enemy pulled into Riptide is already affected by Sea Snares, with the detonation of the snares providing better "nuke" potential from the % based damage as more enemies are clustered up in the Riptide to still keep the idea of the "more damage per more enemies" scaling that we have currently.This wraps up my assessment of Yareli and how I would go about improving her. If anyone has any suggestions, tweaks, or other inputs to make please do. I give DE or any affiliates full permission to take any of these concepts or any variation on them and I waive any rights to intellectual property pertaining to this post on the sole condition that it is used to improve the Yareli warframe.
  3. Look we all know Yareli came out pretty bad. It's clear a lot more went into her visuals than her actual gameplay. However a lot of the topics I'm seeing regarding her are either just saying that and not elaborating or are giving very basic/misguided attempts at fixing her by just up'ing different numbers and such. I think Yareli's kit has the potential to be interesting if it actually had a little more depth to it (pun fully intended).Sea SnaresInitially seeing this ability I was actually fairly interested in it as it was an unorthodox method of CC and with the right factors it actually could've been a very useful tool, I was actually really hoping this would be her subsumable ability instead of Aquablades. Instead, Sea Snares got virtually every limitation possible with very little actual benefit. The range is short, the duration is short (and even shorter if it doesn't immediately catch something in its short range), the damage is small, and for some reason there's a hard cap on the amount of snares you can throw out.To address Sea Snare's issues, I would like to take notes from Hydroid's puddle which is arguably the best part of his kit just with the most boring implementation. I would like Sea Snares to have their duration removed and instead become a channeled ability, with each active snare increasing the drain. Yareli would be able to throw out an infinite amount of snares for as long as she can sustain the energy drain, and the snares would have a significantly larger homing range so that they act better both as an active combat cast as well as a trap layer. Sea Snares will now stack unused snares onto nearby targets to multiply the damage done for every snare, making the ability more viable both in crowd suppression and single target damage. Sea Snares will also deal ramp-over-time % total health damage (obviously would need to be relatively small per snare to allow stacking to not instakill) and on a hold to cast will detonate all snares for their current % value. (IE: 3 snares all dealing 10% total health would detonate for a total of 30% total health of the target). This allows for infinite scaling and relevancy at all levels of the game.MerulinaLots of people are currently hating on Merulina, and lots of them have very justified complaints; lack of modding, clunkiness in tilesets, restriction to secondaries, lack of any real unique mechanics besides DR. However, I'm of the minority that appreciate Merulina for one simple factor: player freedom. I like that we have Merulina and can use her for the same reason that I'm glad we were allowed to use Necramechs in missions despite them having similar navigation problems on certain tilesets, and that is that I like being given the freedom to not have arbitrary limitations on my gameplay that make no sense.Now this freedom factor does not make Merulina good though, so that's what I hope to do with the following. First and foremost, make Merulina knock enemies down into a ragdoll state. This alone would make Merulina much more suited to utilizing the increased mobility to zip around the area CC'ing enemies and in turn giving yourself even better effective-DR. Secondly, make riding over said ragdolled enemies hold them in Merulina's "wake", again, in much the same way that Hydroid's puddle currently functions, giving a low ramping DoT and allowing teammates to shoot the trapped enemies until Yareli stops moving and the enemies are released from the wake. This would give Merulina a degree of offensive potential while still keeping it primarily as a CC/DR tool, while also allowing Yareli to pull in enemies affected by her Sea Snares for added damage output and better synergy.I would also of course like to make the request that we be allowed to use primaries and melee and such on K-Drive but I understand that would require extensive animation work so I won't hold my breath for that one (again, pun intended).AquabladesThis is really the most underwhelming part of Yareli's kit as far as I'm concerned. It's not very interesting, not very effective at anything CC, survivability, or damagewise, and by far the least interesting potential subsumable ability from Yareli. This is probably the one ability that I think should be entirely scrapped and redone with the only part kept to be the art for reasons that will be explained in the following.What would I replace Aquablades with? Aquablades of course. But rather than the current iteration, the new Aquablades would be an exalted glaive as many people initially predicted them to be when we saw the concept art. This might mean moving Aquablades to Yareli's 4 and Riptide down to her 3, but I think it would make her substantially more interesting. The circling blades idea could be kept during the glaive's throw to both increase the effective AoE of the glaive to separate it as an exalted weapon over standard glaives and still inflict the same constant slash procs while also being supplemented by the standard power of glaives as melee weapons already. In addition this could provide added synergies with Sea Snares and Riptide by either increasing their damage if thrown through (if it doesn't outright kill the enemy in Sea Snare's case) or by amplifying the detonation damage if a mid-air heavy attack is used within range of the snares or Riptide (more on Riptide interaction next).RiptideThis ability in particular was quite the rollercoaster for me as seeing it initially be showed off on devstream brought the immediate concern to my attention of its quick detonation and how it showed the same problems as Hydroid's old tentacles where the CC potential only lasted a moment before the enemies were violently thrown around and made the grouping aspect irrelevant. I later saw the Yareli Warframe Profile video which phrased the ability as "...ragdolling and holding them in place. And upon deactivation, enemies are launched outward," to which I thought that meant they'd updated the ability to give you the choice of when to detonate it and release the enemies, which I was very happy someone had the foresight to address that issue... And then I actually got Yareli and found out that was false and it's still just automatic. Not only automatic, but so quick in fact that the idea of it grouping enemies at all is almost entirely irrelevant since they'll be thrown before you can even interact with the cluster. Not to mention a relatively small effective range and poorly scaling damage.You might've guessed it by now based on the other abilities, but yes, Riptide would get the same treatment where it would be a tap to cast, channeled drain, with a hold to detonate. There are two routes that can be taken to make Riptide more viable in my opinion, either the effective range can be massively increased so that Riptide is a much better "room"-level pull instead of just the targeted area, or with the ability no longer automatically detonating, it could be made to cast X amount of Riptide's that can then be used to create multiple vacuums throughout the area. On top of this, the damage profile would also be changed to match Sea Snares' ramping % DoT that stacks if an enemy pulled into Riptide is already affected by Sea Snares, with the detonation of the snares providing better "nuke" potential from the % based damage as more enemies are clustered up in the Riptide to still keep the idea of the "more damage per more enemies" scaling that we have currently.
  4. Look we all know Yareli came out pretty bad. It's clear a lot more went into her visuals than her actual gameplay. However a lot of the topics I'm seeing regarding her are either just saying that and not elaborating or are giving very basic/misguided attempts at fixing her by just up'ing different numbers and such. I think Yareli's kit has the potential to be interesting if it actually had a little more depth to it (pun fully intended). Sea Snares Initially seeing this ability I was actually fairly interested in it as it was an unorthodox method of CC and with the right factors it actually could've been a very useful tool, I was actually really hoping this would be her subsumable ability instead of Aquablades. Instead, Sea Snares got virtually every limitation possible with very little actual benefit. The range is short, the duration is short (and even shorter if it doesn't immediately catch something in its short range), the damage is small, and for some reason there's a hard cap on the amount of snares you can throw out. To address Sea Snare's issues, I would like to take notes from Hydroid's puddle which is arguably the best part of his kit just with the most boring implementation. I would like Sea Snares to have their duration removed and instead become a channeled ability, with each active snare increasing the drain. Yareli would be able to throw out an infinite amount of snares for as long as she can sustain the energy drain, and the snares would have a significantly larger homing range so that they act better both as an active combat cast as well as a trap layer. Sea Snares will now stack unused snares onto nearby targets to multiply the damage done for every snare, making the ability more viable both in crowd suppression and single target damage. Sea Snares will also deal ramp-over-time % total health damage (obviously would need to be relatively small per snare to allow stacking to not instakill) and on a hold to cast will detonate all snares for their current % value. (IE: 3 snares all dealing 10% total health would detonate for a total of 30% total health of the target). This allows for infinite scaling and relevancy at all levels of the game. Merulina Lots of people are currently hating on Merulina, and lots of them have very justified complaints; lack of modding, clunkiness in tilesets, restriction to secondaries, lack of any real unique mechanics besides DR. However, I'm of the minority that appreciate Merulina for one simple factor: player freedom. I like that we have Merulina and can use her for the same reason that I'm glad we were allowed to use Necramechs in missions despite them having similar navigation problems on certain tilesets, and that is that I like being given the freedom to not have arbitrary limitations on my gameplay that make no sense. Now this freedom factor does not make Merulina good though, so that's what I hope to do with the following. First and foremost, make Merulina knock enemies down into a ragdoll state. This alone would make Merulina much more suited to utilizing the increased mobility to zip around the area CC'ing enemies and in turn giving yourself even better effective-DR. Secondly, make riding over said ragdolled enemies hold them in Merulina's "wake", again, in much the same way that Hydroid's puddle currently functions, giving a low ramping DoT and allowing teammates to shoot the trapped enemies until Yareli stops moving and the enemies are released from the wake. This would give Merulina a degree of offensive potential while still keeping it primarily as a CC/DR tool, while also allowing Yareli to pull in enemies affected by her Sea Snares for added damage output and better synergy. I would also of course like to make the request that we be allowed to use primaries and melee and such on K-Drive but I understand that would require extensive animation work so I won't hold my breath for that one (again, pun intended). Aquablades This is really the most underwhelming part of Yareli's kit as far as I'm concerned. It's not very interesting, not very effective at anything CC, survivability, or damagewise, and by far the least interesting potential subsumable ability from Yareli. This is probably the one ability that I think should be entirely scrapped and redone with the only part kept to be the art for reasons that will be explained in the following. What would I replace Aquablades with? Aquablades of course. But rather than the current iteration, the new Aquablades would be an exalted glaive as many people initially predicted them to be when we saw the concept art. This might mean moving Aquablades to Yareli's 4 and Riptide down to her 3, but I think it would make her substantially more interesting. The circling blades idea could be kept during the glaive's throw to both increase the effective AoE of the glaive to separate it as an exalted weapon over standard glaives and still inflict the same constant slash procs while also being supplemented by the standard power of glaives as melee weapons already. In addition this could provide added synergies with Sea Snares and Riptide by either increasing their damage if thrown through (if it doesn't outright kill the enemy in Sea Snare's case) or by amplifying the detonation damage if a mid-air heavy attack is used within range of the snares or Riptide (more on Riptide interaction next). Riptide This ability in particular was quite the rollercoaster for me as seeing it initially be showed off on devstream brought the immediate concern to my attention of its quick detonation and how it showed the same problems as Hydroid's old tentacles where the CC potential only lasted a moment before the enemies were violently thrown around and made the grouping aspect irrelevant. I later saw the Yareli Warframe Profile video which phrased the ability as "...ragdolling and holding them in place. And upon deactivation, enemies are launched outward," to which I thought that meant they'd updated the ability to give you the choice of when to detonate it and release the enemies, which I was very happy someone had the foresight to address that issue... And then I actually got Yareli and found out that was false and it's still just automatic. Not only automatic, but so quick in fact that the idea of it grouping enemies at all is almost entirely irrelevant since they'll be thrown before you can even interact with the cluster. Not to mention a relatively small effective range and poorly scaling damage. You might've guessed it by now based on the other abilities, but yes, Riptide would get the same treatment where it would be a tap to cast, channeled drain, with a hold to detonate. There are two routes that can be taken to make Riptide more viable in my opinion, either the effective range can be massively increased so that Riptide is a much better "room"-level pull instead of just the targeted area, or with the ability no longer automatically detonating, it could be made to cast X amount of Riptide's that can then be used to create multiple vacuums throughout the area. On top of this, the damage profile would also be changed to match Sea Snares' ramping % DoT that stacks if an enemy pulled into Riptide is already affected by Sea Snares, with the detonation of the snares providing better "nuke" potential from the % based damage as more enemies are clustered up in the Riptide to still keep the idea of the "more damage per more enemies" scaling that we have currently. This wraps up my assessment of Yareli and how I would go about improving her. If anyone has any suggestions, tweaks, or other inputs to make please do. I give DE or any affiliates full permission to take any of these concepts or any variation on them and I waive any rights to intellectual property pertaining to this post on the sole condition that it is used to improve the Yareli warframe.
  5. Look we all know Yareli came out pretty bad. It's clear a lot more went into her visuals than her actual gameplay. However a lot of the topics I'm seeing regarding her are either just saying that and not elaborating or are giving very basic/misguided attempts at fixing her by just up'ing different numbers and such. I think Yareli's kit has the potential to be interesting if it actually had a little more depth to it (pun fully intended). Sea Snares Initially seeing this ability I was actually fairly interested in it as it was an unorthodox method of CC and with the right factors it actually could've been a very useful tool, I was actually really hoping this would be her subsumable ability instead of Aquablades. Instead, Sea Snares got virtually every limitation possible with very little actual benefit. The range is short, the duration is short (and even shorter if it doesn't immediately catch something in its short range), the damage is small, and for some reason there's a hard cap on the amount of snares you can throw out. To address Sea Snare's issues, I would like to take notes from Hydroid's puddle which is arguably the best part of his kit just with the most boring implementation. I would like Sea Snares to have their duration removed and instead become a channeled ability, with each active snare increasing the drain. Yareli would be able to throw out an infinite amount of snares for as long as she can sustain the energy drain, and the snares would have a significantly larger homing range so that they act better both as an active combat cast as well as a trap layer. Sea Snares will now stack unused snares onto nearby targets to multiply the damage done for every snare, making the ability more viable both in crowd suppression and single target damage. Sea Snares will also deal ramp-over-time % total health damage (obviously would need to be relatively small per snare to allow stacking to not instakill) and on a hold to cast will detonate all snares for their current % value. (IE: 3 snares all dealing 10% total health would detonate for a total of 30% total health of the target). This allows for infinite scaling and relevancy at all levels of the game. Merulina Lots of people are currently hating on Merulina, and lots of them have very justified complaints; lack of modding, clunkiness in tilesets, restriction to secondaries, lack of any real unique mechanics besides DR. However, I'm of the minority that appreciate Merulina for one simple factor: player freedom. I like that we have Merulina and can use her for the same reason that I'm glad we were allowed to use Necramechs in missions despite them having similar navigation problems on certain tilesets, and that is that I like being given the freedom to not have arbitrary limitations on my gameplay that make no sense. Now this freedom factor does not make Merulina good though, so that's what I hope to do with the following. First and foremost, make Merulina knock enemies down into a ragdoll state. This alone would make Merulina much more suited to utilizing the increased mobility to zip around the area CC'ing enemies and in turn giving yourself even better effective-DR. Secondly, make riding over said ragdolled enemies hold them in Merulina's "wake", again, in much the same way that Hydroid's puddle currently functions, giving a low ramping DoT and allowing teammates to shoot the trapped enemies until Yareli stops moving and the enemies are released from the wake. This would give Merulina a degree of offensive potential while still keeping it primarily as a CC/DR tool, while also allowing Yareli to pull in enemies affected by her Sea Snares for added damage output and better synergy. I would also of course like to make the request that we be allowed to use primaries and melee and such on K-Drive but I understand that would require extensive animation work so I won't hold my breath for that one. Aquablades This is really the most underwhelming part of Yareli's kit as far as I'm concerned. It's not very interesting, not very effective at anything CC, survivability, or damagewise, and by far the least interesting potential subsumable ability from Yareli. This is probably the one ability that I think should be entirely scrapped and redone with the only part kept to be the art for reasons that will be explained in the following. What would I replace Aquablades with? Aquablades of course. But rather than the current iteration, the new Aquablades would be an exalted glaive as many people initially predicted them to be when we saw the concept art. This might mean moving Aquablades to Yareli's 4 and Riptide down to her 3, but I think it would make her substantially more interesting. The circling blades idea could be kept during the glaive's throw to both increase the effective AoE of the glaive to separate it as an exalted weapon over standard glaives and still inflict the same constant slash procs while also being supplemented by the standard power of glaives as melee weapons already. In addition this could provide added synergies with Sea Snares and Riptide by either increasing their damage if thrown through (if it doesn't outright kill the enemy in Sea Snare's case) or by amplifying the detonation damage if a mid-air heavy attack is used within range of the snares or Riptide (more on Riptide interaction next). Riptide This ability in particular was quite the rollercoaster for me as seeing it initially be showed off on devstream brought the immediate concern to my attention of its quick detonation and how it showed the same problems as Hydroid's old tentacles where the CC potential only lasted a moment before the enemies were violently thrown around and made the grouping aspect irrelevant. I later saw the Yareli Warframe Profile video which phrased the ability as "...ragdolling and holding them in place. And upon deactivation, enemies are launched outward," to which I thought that meant they'd updated the ability to give you the choice of when to detonate it and release the enemies, which I was very happy someone had the foresight to address that issue... And then I actually got Yareli and found out that was false and it's still just automatic. Not only automatic, but so quick in fact that the idea of it grouping enemies at all is almost entirely irrelevant since they'll be thrown before you can even interact with the cluster. Not to mention a relatively small effective range and poorly scaling damage. You might've guessed it by now based on the other abilities, but yes, Riptide would get the same treatment where it would be a tap to cast, channeled drain, with a hold to detonate. There are two routes that can be taken to make Riptide more viable in my opinion, either the effective range can be massively increased so that Riptide is a much better "room"-level pull instead of just the targeted area, or with the ability no longer automatically detonating, it could be made to cast X amount of Riptide's that can then be used to create multiple vacuums throughout the area. On top of this, the damage profile would also be changed to match Sea Snares' ramping % DoT that stacks if an enemy pulled into Riptide is already affected by Sea Snares, with the detonation of the snares providing better "nuke" potential from the % based damage as more enemies are clustered up in the Riptide to still keep the idea of the "more damage per more enemies" scaling that we have currently. This wraps up my assessment of Yareli and how I would go about improving her. If you've enjoyed the post, please leave a reply and keep it alive so maybe it'll land in front of the right eyes. If anyone has any suggestions, tweaks, or other inputs to make please do. I give DE or any affiliates full permission to take any of these concepts or any variation on them and I waive any rights to intellectual property pertaining to this post on the sole condition that it is used to improve the Yareli warframe.
  6. While Yareli IS pretty garbage, I want to disagree with the harping on the use of K-Drives in regular missions, not because I think it works well or was implemented well, but just because I appreciate DE giving us that freedom to make that choice. It was the same situation with Necramechs where they knew they'd be clunky and get stuck on stuff so they initially didn't let us have them, but then they opened up to let us deal with the issues as they appeared if that's what we chose to do and I would like to continue to encourage at least THAT aspect of the design philosophy. tl;dr: I absolutely think there could be improvements made to using Merulina in regular missions, but I do want to give DE credit for at least letting us do it anyway.
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