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Blank_on_Blank

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Posts posted by Blank_on_Blank

  1. So... I've been thinking on some of the dodge/roll on warframes like Protea, Hildryn, Limbo, Titania Prime, etc. Limbo has a unique animation because you'll basically be dodging all the time to get in and out of his rift. If you're gonna be doing it most of the time, why not make it a bit fancy?

    This reminded me of how most people play Ivara. Most of the time you'll be using her Prowl and rolling throughout the tileset because of the reduced running speed and the ability turning off when she sprints/bullet jumps/slides. I know some people don't like custom dodge animations and I don't think she really needs one, but I just thought she'd seem less clunky if she had a custom dodge. Maybe a flip like Protea or a short dash? what do you guys think would be interesting if she did get a unique dodge animation?

    • Like 3
  2. On 2020-06-19 at 2:54 AM, Voltage said:

    Most of these changes aren't negative in spirit, but they aren't enough (seeing other comments and such).

    Please let her take advantage of Volt's shield buffs. This is anti-synergenic for honestly no reason as other Warframes do benefit from this interaction, and it's just silly not to allow Protea to as well. This reminds me of the time that it was decided that Mesa can't use Arcane Velocity anymore and people responded accordingly...

    I think it's for the best. Making it gain Volt's shield buff turns its damage type from heat to radiation. Blaze Artillery has 100% status chance. If the damage type changes from heat to radiation, it'll lose the 50% armor strip and stacking dot. It'll significantly reduce its scaling capabilities.

    Also Blaze Artillery never had any crit chance to benefit from the bonus crit damage.

  3. On 2020-06-17 at 12:50 AM, Leqesai said:

    She is S class because she trivializes survival, spy, capture, sabotage, conservation, railjack crewships and more. 

    Most of your suggestions are QOL changes that would be nice but not needed to make her great.

    I think some of her kit is are just not suitable for the current state of the game.

    - on her Quiver, noise arrow works too slow on solo and outright useless on coop. And the fact that the Augment only affects 2 arrows.

    - Her Navigator costs too much energy and hard to control. The only situations where you would use it are assassinations and maybe eidolons.

    - After some testing, it seems that Artemis Bow's status chance is still using the old shotgun calculation where it's divided per projectile.

    - The falloff damage added to explosive weapons significantly nerfed Concentrated Arrow. Even Kuva Bramma after the nerf still kills faster. Heck, you're better off using your current weapons.

    Ivara's my most used frame, I like her a lot. But I gotta admit that some of her kit are outdated. Maybe with DE releasing these augments that affects more than one ability could start to shake things up a little?

  4. So, Zephyr's been released for quite a long time now, but a lot of her abilities aren't that impressive when compared to other frames. The whole idea of being "master of the skies" does sound interesting, but that's not exactly true at this point (that title goes to Titania, even she's even more of a "bird" themed frame than Zephyr is). The point of this thread is to discuss possible Buff/Rework/Augment for Zephyr. I'll give some ideas to get things started.

    Passive: same airborne passive she has now (halved energy cost while airborne and "floatiness"), while airborne she gains bonus damage to her weapons and abilities

    1st ability

    Problem: Too slow to cast the hover version, tapped version only useful on open areas.

    Suggestion: Her held Tailwind will make her hover like normal, but has faster cast speed, longer duration, and omni-directional control. Using the tapped Tailwind while hovering refreshes or prolongs the duration based on the remaining time.

    2nd ability

    Problem: Damage too small to use offensively, aoe too small for CC. Takes away smoothness of her gameplay by making you stop focusing at enemies and repeatedly shoot tornadoes from her 4th ability which are often spread out far from each other.

    Suggestion: Increase the width/number of projectiles. Has a chance to disarm enemies. Still makes tornadoes bigger.

    3rd ability

    Problem: Nothing I could think of, really. Fine as it is

    Suggestion: Maybe her Jetstream Augment also applies to Tailwind's hover speed?

    4th ability

    Problem: Seeking abilities are too poor. Travel time is too slow, only good when tornadoes are grouped up to each other.

    Suggestion: Holding the 4th ability instead combines all her tornadoes into one huge tornado and has more range on its vacuum effect. Triggering the ability again while aiming at the giant tornado detonates it, dealing damage based on all damage enemies received when they were inside it (and maybe make the camera zoom out for some cinematic effect, lol).

    Anyways, these were some ideas I had for quite a while. Feedbacks are appreciated.

    Anyone have any ideas they'd like to add?

    • Like 2
  5. 2 hours ago, Zoh_Veldae said:

    For your first suggestion, it raises a few questions. What attacks get drawn in by the homing functionality? All your weapon's or just Artemis Bow, for example? And if it's all, how will it interact with each type of shot (projectile, hitscan, beam, etc)? Buzlok works because it exclusively affects itself so you can just swap out to something else to conserve the beacon and its shots are projectiles, so they have flight time to be modified by homing properties.

    For the second, this sounds a lot like what the current augment "Concentrated Arrow" is. Even if it does remove punch-through, the radius of the explosion on headshot can kinda work as a sort of pseudo-punch through. And if it's to turn the bow into a completely new weapon, I say we wait until DE themselves establish some sort of precedent for that first. We've had augments to change some aspect of Exalted weapons like "Chromatic Blade" for Excal, but we never had any to outright change the weapon type, like, say, changing Exalted Blade to Dual Blades or a Nikana or something.

    The first augment's homing property is basicaly just my "wouldn't it be nice?" suggestion. It could work without the homing property, but instead it'd give the entire squad an extra damage against the tagged enemy. If so, the trade off would be that the damage multiplier only be a portion of the original Navigator's.

    For the Artemis Bow, it doesn't change it to an exalted sniper or anything, it basicaly just changes the stats so that it could function better at long range. The normal AB functions more like a shotgun (optimal damage up-close, but loses its damage potential at long distances) while the Concentrated Arrow turns it into a mid-range rocket launcher on headshots. In this case, it'll function more like a scopeless Lanka. The buffed cc, base dmg, concentrated shot, increased charge time, and firing mechanic is to improve the consistency of each shot, but reduces its crowd clearing capabilities for high single-target damage at longer distances while not turning it into a semi-auto rifle with 125% cc.

  6. The first augment's homing property is basicaly just my "wouldn't it be nice?" suggestion. It could work without the homing property, but instead it'd give the entire squad an extra damage against the tagged enemy. If so, the trade off would be that the damage multiplier only be a portion of the original Navigator's.

    For the Artemis Bow, it doesn't change it to an exalted sniper or anything, it basicaly just changes the stats so that it could function better at long range. The normal AB functions more like a shotgun (optimal damage up-close, but loses its damage potential at long distances) while the Concentrated Arrow turns it into a mid-range rocket launcher on headshots. In this case, it'll function more like a scopeless Lanka. The buffed cc, base dmg, concentrated shot, increased charge time, and firing mechanic is to improve the consistency of each shot, but reduces its crowd clearing capabilities for high single-target damage at longer distances while not turning it into a semi-auto rifle with 125% cc.

  7. I got a few ideas for an augment for Ivara. The mods that were released lately kinda inspired me of mods that gives you (arguably) great benefits at the cost of something. Okay, here it goes:

    Augment no.1, Navigator augment: projectiles controlled by navigator turns into a "beacon" when hitting an enemy and sticks to them for a period of time. For the duration, said enemy will be marked on the radar, receive extra damage, and possibly adds homing properties to your projectiles (à la buzlok) but slows down their flight speed.

    Augment no. 2, Artemis Bow augment: turns the Artemis Bow into a Long-range, high damage, single target weapon at the cost of energy drain, charge rate and firing requirements. Increased flight speed, increased base crit chance to 50% and doubles/triples base damage, arrows are concentrated into a single target and fires in a straight line with 1 m punchthrough. In exchange, firing costs 25% more energy, charge rate is doubled, and must be fully charged in order to be fired.

    Any thoughts?

  8. I think his 4th ability could use a tactical option. Holding the button would allow you to place Discharge's center of explosion based on your aiming reticle.

    This would synergise well with "sniper" playstyle where you would camp at a high vantage point and put down your shields. You can kill tanky enemies with your weapons that are buffed with shields, while occasionally dropping a Discharge at a group of enemies from afar

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