July 3Rd: Community Hot Topics! in Blog Posted July 3, 2015 Greedy Pull The idea of making it simply not work on energy pods at all, is worth discussing at gameplay design level. Either way: Greedy Pull must not ignore line of sight. This is a part of why it's so broken. Frost Changes * Freeze Change: I thought guaranteed cold procs within AOE was also on the table? That was my favorite part of the upgrade. Creating a slow-zone on impact is nice too, but cold procs are going to affect everybody within range for 6 seconds instead of having variable effectiveness on enemies based on how close to an edge they were. -- * Ice Wave: Cone shaped AOE an improvement. More practical for large and outdoor areas. Still wish for push/ragdoll ala slow moving ice-flavored Sonic Boom though. The flat damage value means the primary reason to use Ice Wave is to apply cold procs, which is less useful as a crowd control measure than actually pushing enemies enemies away and knocking them down. -- * Snow Globe: Hard to predict how well this going to work out to be honest. Tossing out enemies is cool, but we still don't have a full understanding of how the "max globes=4" behavior is going to affect us. Reserving judgement. -- * Avalanche: Nope. If you're playing at a level where armor matters that much, you go in with a team of people that just passively strip armor from everything. Also doesn't make sense thematically, since armor-debuff is Corrosion, and Saryn is the Corrosion frame. Damage is still insulting low compared to other frames, and since it doesn't offer any new CC there's still never a good reason to cast this past enemy level 25ish. It is very rare that Frost should ever use his #4 instead of his #3, since #3 actually prevents damage and has crowd control instead of being what amounts to a 3 second stun. Basically everything I could suggest to do to give him a useful and fun #4 power without just overlapping with his other powers involves making it Not-Avalanche. -- * Passive: Nope. Already wrote a thread about this. Parkour 2.0 Do not have or want PVP experience. Corrupted Mods What would I add? * Carapace: Adds base armor value, reduces movement seped * Methodical Repeater: For full automatic secondaries: Multiplies final damage, reduces final fire rate. Maxes out at (+100% damage, -50% fire rate). Basically aimed at making things like dual machine pistols more practical. * Lightfinger: Slightly reduces magazine capacity, dramatically increases reload speed. * Feral: Kubrow/Catbrow mod, significantly increases armor, speed, damage, HP, at the cost of making them use their abilities less often. What would I change? * Tainted Mag/Tainted Clip/Burdened Mag: should end up at higher magazine size bonus. This mod doesn't actually gain you anything if you look at "rounds reloaded per second", all it does is make your reloads more painful. Cannot compete with just adding more damage mods. Fleeting Expertise is... important. On the one hand this mod is at the center of a lot of the more abusive and game-breaking configurations players use. But on the other hand, for most non-damaging abilities, the possibility to use our powers 4x more freely "makes" the warframe and lets us feel like we're in control instead of struggling to find energy all the time. :-/ Fleeting should probably be changed, but only as part of a comprehensive reexamination of powers and power costs.