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FoxFX

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Posts posted by FoxFX

  1. On 2023-08-06 at 11:39 PM, quxier said:

    So when I'm running Carrier (99% of time), ammo munition (mod converts ammo per weapon), don't use too much ammo, use melee or abilities... this passive is useless? Don't make passive that is useless with certain condition, like Calibans 50% damage reduction is useless with Adaptation.

     

    On 2023-08-06 at 11:39 PM, quxier said:

    I think current passive should be increased/buffed instead of changing it completely. It's unique so it should stay in some form.


    I'd like to re-iterate that the list I presented at that time were ones I felt fit the theme that Hydroid is designed around (water, pirate). I also see your stances on useless passives while (despite that Caliban's share his defensive effect with others in the party in affinity, so perhaps DE did this as a trade-off). I feel that while yes Carrier exists, but so does other Companions out there that several players prefer too such as Dethcube, the Infested Dogs, and even Kavats as strong examples.

    My stance on Hydroid's passive stems on my understanding on the current state of Warframe as a game: You play as very mobile space ninjas with fast-paced gun & swordplay. Thus why I made these suggestions to at least cut off the randomness from his passive, his 1st, and for the crowd control of his Tentacle Swarm.

    The tentacles spawned from his passive are also affected by Pilfering Swarm. That would give Hydroid access to an almost free-cost drop loot gimmick, and I can't really see DE allowing that on any Warframe. It would just be a passive that makes his 4th ability completely irrelevant to use.

    I respect that you wish to maintain the passive with all its faults; I can't agree with making it more likely to happen. It would overshadow use of his current 4th ability.

  2. THE UPDATED NEW AUGMENT FOR BLESSING

     

    Quote

    NEW WARFRAME AUGMENTS (Max Rank stats)

    Arm yourself with these new Warframe Augments for Trinity, Lavos, and Xaku!

     

    Trinity - Champion’s Blessing (Blessing Augment)

    Gain Primary and Secondary Critical Chance for 12s for each percent you heal on allies up to 350%. 

     

    *Purchase from the New Loka or Perrin Sequence for Syndicate Standing!


    I always feel that with how easy it is to achieve the Energy to activate Blessing (even with Energy Vampire), that Well of Life's purpose always becomes more irrelevant even as a quick healing ability. The option to make Blessing also increase Critical Chance makes me question a few things.


    Of course, the amount of Critical Chance offers stems a lot with how much you are healing with Blessing and the current health of your allies so the results may not always be consistent. Another consideration is NPC allies which will be counted for Trinity. For defensive objectives:

     

    Quote

    On Defense Objects, Blessing restores up to 500 health over 5 seconds which does not stack with similar restoration effects. The damage reduction is also capped at 50%.


    I feel this self-buff thing is alright, but that makes it all the more reason why I feel Trinity's 1st should be looked at in the far future.

    • Like 1
  3. 4 hours ago, Lutesque said:

    Yes... But at the same time that's also the core basis of his appeal....

    This can't be right.... Limbo shines in Objective focused missions....

    Or is that the problem ? He's too Overpowered in those missions ?

    To be honest with you.... I think this can be fixed by having less Content focused on Combat.... Sort of....

    THEME DENIED 😤....

    Like I said.... Limbo's current theme (disruptive and clunky as it is) is a major part of his Appeal.... Any Rework that disregards that fact will always meet Resistance from Limbo Mains.

    I didn't like it when they did this to Booben and I don't want this to happen to Limbo.

     

    I apologize, but this thread was to be closed over 5 years ago. I remain unsure who brought it back.

  4. On 2021-05-10 at 7:04 AM, Azamagon said:

    I like your "Rite" ability replacing WoL. It gives her something new to utilize with some group CC, fits her theme and still provides sustained healing (while Blessing provides burst healing), and also fits in the Helminth category (especially with Gloom as an alternative, similar counterpart)

    EDIT: It would be nice if it had a holdcast version too, which provided the buff to herself and allies in a much bigger range (and now eminating from Trinity), but forgoing the blinding aspect of it. You know, for buffing QoL.

    It is definitely possible for the Rite ability I proposed to have a hold-cast variant [even Mag's Magnetize has one...that is questionably useful].

  5. 21 hours ago, Teridax68 said:

    How about this:

    1 - Well of Death: Trinity lifts the target enemy into the air and stuns them. While stunned, the target is immune to damage and emanates an aura that damages nearby enemies, with the damage increased by a portion of the damage dealt to the target. This damage is dealt to the main target when the ability ends or is reactivated.

    • Augment - Walking Death: Well of Death can be cast on allies to give them its damage aura, healing the target for a portion of the damage dealt. Can be self-cast.

    You'd have an ability distinct from the rest of Trinity's kit, with both a main effect and an augment that could appeal to certain players looking for area denial and maybe more sustain.

    It is an interesting take. The thing to consider is how the strength/duration/range of this particular ability would be scaled.

    • Like 1
  6. A new version of this is in the works. The lore behind it will involve a possible addition to the Sanctuary of Cephalon Simaris. Details on the storyline and some new changes to this concept will be first made in reddit then posted here on the forums in another date. For now, if there is no other feedback, I will have to consider this version concluded.

    • Like 1
  7. On 2020-06-05 at 5:16 PM, (XB1)Knight Raime said:

    Sans the dread mirror shield a lot of what Garuda is reminds me a fair bit about what i've always wanted Valkyr to be.  That being a glass cannon berzerker style frame.  That being said while melee is something that's possible for Garuda I feel she's more of a glass cannon caster frame.  I feel like you can actually make a melee build work with her current kit.  But you'll need to manage to make constant kills with her 1 and use it's augment so you can stay at low health forever to take advantage of her passive and also ignore death.  But it's incredibly hard to actually get her leap to kill something in harder content.  But if we look at her from a caster perspective only the problem with her kit is pretty obvious.  The setup for her damage is too long.  And her 4 doesn't do anything aside from enable.  So she's less of a traditional caster and more of a weapons platform/caster hybrid.  As for your questions though:

    Yes.

    Yes.

    Mid to long.  I think trying to get her to work as a brawler type frame would require either some significant changes to base kit or some really powerful augment(s).

    Niche.  Personally don't find a usage for it.  Arch gun or no.  I don't really see the idea behind it.  Doesn't really offer a different gameplay avenue and doesn't add to current gameplay.

    It's a decent idea.  but I think that's just overloading her current passive.  I feel it would probably be something to tack onto her 4 since her 4 lacks at the moment.

    Unsure, She kind of already has a lot of survivability going into her kit as is.  Especially if you count her 1's augment.  Making her even harder to kill would be nice sure.  But I don't think she needs it.  Nor would it really add much to her gameplay.  If I were to change blood letting's current effect to something else i'd probably have it slap a combo counter onto the ability.  Sucessive casts make her other abilities better in some way.  or just giving a small period of time where any damage she does is added to her blood ball.  This would encourage staying in glass cannon mode.  And also make her ramp up to good damage a lot shorter.

    I'm not sure how we could go about improving her 4 to be something aside from a debuff applier to enemies of sorts.  We could maybe add an additional effect to her re-proccing the effect on enemies who already have the effect on.  But having to double cast for that seems kind of annoying.  Maybe we could inverse the play on seeking talons and blood ball.  Where blood ball now afflicts the enemy with something/marks them.  And if seeking talons hits said enemies it causes them to idk.  Be fear procced or something.  The idea is essentially giving a choice to the player.  Do they do blood ball>talons for some kind of buff/debuff.  Or do they do talons>bloodball for nuking?

    Dread mirror just needs it's inconsistencies fixed.  And it needs to move the direction you're looking a lot more accurately instead of the delay it has atm.

    I have though about Valkyr also having that approach-ability that Garuda has with her 1 & 2 [namely for Valkyr's 3rd or 4th since her 1st does have some mobility but is kinda gimmicky].

  8. 13 hours ago, vakary829 said:

    This is quite decent feedback, possibly one of the best I've seen in a while! I think you nailed all the points exactly, though I must disagree on the clunkyness side of things well not completely disagree, her blood shield does feel a bit... off at times, but overall I think she's quite smooth to play with, especially with a very close combat, QT/blood letting build, but again maybe this is preference. 

    Your questions though...

     "Do you feel that unintended healing can be disruptive to take some advantage of Garuda's passive?"  

    Eh not really, in most cases this can be controlled by blood letting the healing. However I mostly solo with Garuda, if there are any Oberons or constant blessings being thrown about, I might find it a struggle yeah.  

    "Do you feel that Garuda's damage passive lingering is a decent idea?"

    Sure! 

    "Do you feel Garuda should be more close combat or more mid/long range caster?" 

    I get the feeling she's more pulled towards close combat then casting, but looks like she can be built for both? Options are good!

    "Do you like the idea of having the blood/gore of enemies empower Garuda"

    That'd be neat, especially if it follows you idea for that kind of passive, however I do think we'd have to choose between one or the other, both current and suggested passives are quite strong, I don't think we'd get both.

     

     

    Thanks for the response here.

    The whole blood/gore on Garuda passive idea does feel like an added passive effect. I was thinking of it being the actual special function of Garuda's melee weapon: Talon. Then again, that might be adding a bit too much to it and I believe DE may go about just buffing the stats of that weapon.

    • Like 1
  9. https://vignette.wikia.nocookie.net/warframe/images/c/c9/Garuda.jpg/revision/latest?cb=20180828012800

     

    <<CURRENT POSITIVES OF GARUDA>>

    • SCALABILITY

      • Garuda can easily scale against enemies in both star chart and more difficult content in terms of damage output. [Dread Mirror] highlights this with the ability to gather points for her [Dread Heart] ability which becomes a big nuke the more you invest on it. Conditional it may be, it still can match up well.

    • DECENT COMBAT SUPPORT

      • Whether it is to create blood altars to stop one pesky enemy and to use them as a healing beacon or to temporarily make incoming attacks cause automatic bleed procs, Garuda can make for a decent teamplay Warframe. Her [Blood Altar] can make for a decent healing support, and her [Seeking Talons] can make defeating tougher enemies faster as long as they aren't status-immune or have diminishing returns.

    • STATS AND SELF-RESOURCEFULNESS

      • Her 3rd ability really shines as a Warframe that doesn't really need efficiency or any sort of outside energy-gain that much. Sacrificing her health with [Bloodletting] to gain Energy is a relatively useful gimmick and [Blood Altar] allows a special cycle between themselves. Garuda has slight above-average base Energy and Armor. With the addition to Shield Gating, Garuda has a slight upgrade to her survivability.

     

    <<CURRENT NEGATIVE OF GARUDA>>

    • WHAT MAKES GARUDA'S PLAYSTYLE "CLUNKY?"...HER POSITION IN COMBAT

      • I have seen players comment on how clunky she feels. I feel that this is generally about how some players perceive her to be: a specialized close-combat Warframe or a mid/long range caster Warframe. Almost all of the Warframe have their abilities/stats/theme highlight the favorable position you would want these Warframes to be in combat. With Garuda, 1/2 of her kit has Garuda move closer to the enemy while the other 1/2 are more so feel more favorable for mid/long range casting style. [Seeking Talons] can leave Garuda open to attacks and Void forbid that Garuda gets hit by a stray attack while mid-casting [Bloodletting]. [Dread Mirror] and [Blood Altar] offer some self-sustainability for Garuda but also assumes Garuda to be closer to her enemies for a melee style. It can be rather confusing at times.

     

    <<OVERVIEW ON SUGGESTIONS FOR GARUDA>>

    Garuda will have some changes to her innate Melee Weapon eventually, but I feel an ability suggestions should be discussed. For one, I think highlighting which position Garuda should be is the most important thing to look into for Garuda. There is also another optional idea I would like to convey.

     

    <<TWO OPTIONS FOR [DREAD MIRROR] TO MAKE GARUDA EITHER CLOSE COMBAT OR LONG-RANGED>>

     

    • [OPTION 1: DREAD BARRIER - CLOSE-COMBAT VERSION]

      • Dread Mirror's Shield is instead a protective sphere around Garuda. This version has a shorter protective duration and a slightly lower damage absorption multiplier to [Dread Heart]. This version maintains its ability to approach enemies. The augment [Dread Ward] increases the sphere's duration if the enemy is killed by [Dread Mirror].

      • This Dread Barrier could even be a weaker version of Iron Skin if this makes some sense especially with the fact that Garuda sacrifices her health for power.
         

    • [OPTION 2: DREAD MIRROR - LONG-RANGE VERSION]

      • Dread Mirror maintains the same current mechanics EXCEPT in removing its ability to approach the enemy [turning this into a distant mid/long range ability], [Dread Mirror] allows the blood of the target enemy to slowly approach to Garuda granting her the frontal barrier and [Dread Heart] attack points as soon as it makes contact with her.

    So for this suggestion, I have thought about if people like how Garuda approaches enemies, why not make the protection from it less restrictive but shorter and weaker in terms of gathering points for [Dread Heart]. If people want the ability to be more mid/long range and keeping the frontal barrier, they would need to have the barrier and points for [Dread Heart] to come over to them.

     

    <<OPTIONAL IN-THEME PASSIVE SUGGESTION WITH GARUDA>>

    For each enemy bleeding with an active Slash proc within 30 meters from Garuda, Garuda gains points/sec per nearby bleeding enemy into her next [Dread Heart] attack. Garuda's melee Talons will also add X% of damage dealt into her [Dread Heart] attack.

    An optional idea simulating that enemies bleeding on Garuda empower her more as well as the enemies she rips apart with her melee Talons.

     

    <<CONCLUDING QUESTIONS FOR PLAYERS AND GARUDA MAINS>>

    • Do you feel that unintended healing can be disruptive to take some advantage of Garuda's passive?

    • Do you feel that Garuda's damage passive lingering is a decent idea?

    • Do you feel Garuda should be more close combat or more mid/long range caster?

    • What are your thoughts on Bloodletting Augment : Blood Forge {I never touched on this because some have found this augment a bit useful with Landing-Archwing Guns}?

    • Do you like the idea of having the blood/gore of enemies empower Garuda [The Optional passive suggestion above]?

    • Would you like the idea of Bloodletting Augment : Blood Forge adding Shield and Overshield to Garuda now that there is Shield Gating in Warframes?

    [Next Critique Article will tackle Grendel]

    • Like 5
  10. EXPLORATION THOUGHTS

    One of the features on Risk of Rain involves the large maps it contains along with the need to search for the Teleport Area to move on to the next stage. In Warframe, we have a more procedural generated map system which will have a slightly congested versions of these maps. However, this would also mean that no map will ever be the same adding some more flesh into the stages of Lacuna.

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