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Ragnafiro

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Posts posted by Ragnafiro

  1. Because with a minmax Operator with Vazarin's Protective Dash and Guardian Blast, 15m radius R5 Magus Lockdown, or R5 Magus Repair that can heal 75% of my 6K Inaros HP in two seconds ('cause the first proc of pulse occur at the 0 second), do I even die as ANY frame? I rather be the most useful person in the squad by a long shot.

  2. 37 minutes ago, kwlingo said:

    True infinite scaling is too boring just recasting the same ability over and over again before time reaches "0". Is watching a timer and pressing the correct ability even a real skill for any game? She needs a real rework and for being an infinite scaler and no one using her is a sad story.

    Damn lol. I had done a solo 2 hrs solo Arbi survival vs Orokin with maxed life pods as her and I can confirmed that trying to make Octavia fun for normal plays is more than twice as hard than what I mentioned.

    • Like 1
  3. 7 hours ago, WH1735S0W said:

    In your own personal opinion, what Warframes you feel are pretty much just better versions of other Warframes?

     

    For example, this is what I think:

    - Nidus is pretty much a better Vauban.

    - Gara is pretty much a better Frost.

    - Gauss is pretty much a better Valkyr

    Mesa is pretty much a better Mirage.

    - Everyone is better than Nyx.

     

    Share with me what you got. Or yell at people for insulting your main.

    Well, since I haven't played Train-Man yet but I minmax'd Nidus so I don't know how the former works until I'll eventually try him.

    Disagree with the second claim, Frost can deploy 2 Snow Globe at 2 very far away excavators that can infinitely stack its HP to insane height. Gara forced to compromise as her 4 don't scale well (as it relies on the HP of enemies to truly be effective) at one excavator and can't really defend both with her 2 well. I have minmax'd both of those frame so Gara is more of a tanky AOE DPS frame vs Infested but with the recent armor scaling nerfs, above average vs Grineer. Gara, similar to Limbo, autolose vs Corpus as you're forced to compromise your build 'cause Nullifiers are a thing. There is a reason why you see more Frost and Khora in Arbi excavation. Their kit are the most resistant vs anti-abilities BS and more.

    I would've agree to that, but I remembered that Rhino have the highest EHP in the game, despite no longer stacking 2 R3 Arcane Tanker and require heavy setup to reach that much EHP, and being Nidus with 90% DR and ran 2 R3 Arcane Guardian. Both of those frames I mentioned are some of the tankiest EHP if they actually play the game and capable of being team-useful. Gauss and Valkyr in things like Arbi Disruption are gonna get outclassed by Inaros with waybounds spoiler mode as the game mode discourage abilities in general.

    See my earlier post about Mesa.

    I don't play Nyx so instead of riding the bandwagon of Nyx is bad, I'll pretend she don't exist until she get another rework.

  4. Saryn is the reason why you no longer see things like Excalibur as often anymore as she completely outclass him in every aspect. Oh Excalibur's CC require line-of-sight (often he dump or ignore range modding) and can only kill things that he can see? Now Saryn 4 with max range mods can perform that CC (even if it's a shorter duration and don't give a sht about terrain) generally better and the CC last long enough to nuke the map without much reliance of line-of-sight as she can use her 1 and hit a few enemies with her 3. Both of them are pretty squishy without the reliance of bruiser-like modding some people do.

    Here another nut kicking to Excalibur: Mesa. She set the top tier standard of ALL line-of-sight reliance DPS frames. Before the update, she was held back by the amount of BS the game had like you need to mod corrosive to barely deal with armor with her sht 10% SC (even if you mod 47 fire rate). With enemy armor scaling got severely nerfed, corrosive capped at 10 stacks and they'll keep their ferrite armor so no fear of overstrip via modding for corrosive+heat vs Grineer, and viral+heat just generally kills everything else, she get many indirect buffs that skyrocketed her into borderline S tier.

    For now, those two frames that I can think of are obnoxiously powerful enough that it either force other DPS frames to do things that is distinctively different (Equinox, Gara, Octavia, etc.) or get completely outclassed in term of usefulness.

    • Like 2
  5. 4 minutes ago, (XB1)GearsMatrix301 said:

    Now that right there is a contradiction. To rework Revenant entirely would mean they have to remove the now completely useless one shot gimmick (it was bad anyways, too slow to build to and too short ranged. It was outpaced by any ability that just dealt damage normally), and remove Mesmer skin.

    You’re saying rework entirely, but you’re also saying leaving his 1-3 exactly the same. And leaving his 1-3 exactly the same is the worst thing you could do for Revenant.

    I did said some people but I never mentioned me LOL. But yeah, I don't mind if he get reworked that his 1-shot be removed. But if he ever get outclassed in "Why I should pick him when that specialist does that in EVERY way better" then I'll be pissed at that 4fun normie.

  6. I would just change everything to make all abilities be almost as good as Pablo when he would've rework all the frames.

    But a few things comes to mind the following I would change for the frames:

    Chroma: His 1 becomes an exalted weapon based on Ignis Wraith that use rifle mods. His 2 and 3 combine into his new 2, Effigy will be an invincible immobile minion similar to Octavia 2 but draw aggro and debuff enemies with damage amplifier similar to Nezha 2 while grant allies Chroma buffs at half amount (that will be his new 3). Then his new 4 can be whatever IDC (another meme ability?). All of his abilities will be duration based and can be cancel and/or recast.

    Equinox: DR from night 3 be rework into giving allies the DR instead of debuffing the enemies. Remove the diminishing return BS based on distance and it's always at 50% DR unaffected by strength.

    Frost: I REALLY agree with the OP of this post that his 2 should be usable without Frost 2 augments, so 'cause of that, I love the concepts that he needs to be modernized but with fine-numbers.

    Gara: Make her 3 better by removing the HP limit from it and instead decays twice as fast while taking damage. Duration may need to be buffed to compensate.

    Harrow: Want healing? Magus Repair. Want Energy? Zenurik. Outside of Harrow 4, most of his support kit got outdated as he is 66% Chroma and 34% Trinity. A band-aid solution I can think of is to make a Harrow 2 augment that grants allies DR up to a cap of 75% when he "overheal" them with his 2 buff.

    Inaros: He's another essay entirely so I could post a rework for another day.

    Ivara: Buff her 4 CC to or even close to 40% so she get the most rolls from Hunter Munition via close or at 100% CC with Point Strike.

    Limbo: I dunno what meaningful change makes buff him into more role than just a Mobile Defense god without trolling teammates, so I'll think about later.

    Mesa: Rework her 1 into an ability that reward headshot kills so that way, her secondary weapons get a flat SC boost for a good duration.

    Nekros: Enemies that died while being afflicted with his 1 will be in the top priority order when he use his 4. Overhaul his 2 entirely. Faster cast time when he refresh his 4.

    Nidus: At 100 stacks, he should get bonus on all his abilities like his 1 deal true damage or something.

    Nova: Remove the damage cap from her 2.

    Oberon: Tweaked a bit that if an enemy that died while they had been hit by his 1, a 50% chance to drop an energy orb (scales with strength and capped at 100%). Remove the blind mechanic from his 4 and replace it with a weaker 1 I mentioned at 25%. Also, remove the health orbs BS that enemy have a chance to spawn on death, Oberon 4 as a nuke tool for high level is no longer a thing (or is it even a thing in the first place?).

    Octavia: Combine her 1 and 2 into a single ability that would be her new 1 that you can command without her 2 augment, so that way a new ability should be introduced that makes Octavia more fun than just a duration-spam frame.

    Revenant: Rework him entirely from the ground up, but at least keep the parts that some people like about him: Mesmer Skin mechanic and 1-shot almost all enemies with 250% strength.

    Rhino: Remove the blast proc that his 1 and 2 synergize so that his 1 augment can work to its fullest.

    Saryn: NERFS. Lower the 3 duration to 30 seconds, replace the base damage from her 4 with spore damage amplifier at 1.5x scales with strength.

    Trinity: Similar to Harrow, if it weren't for her team 75% DR, she would be top priority for a rework. At least make her 1 useful by being a weapon damage buff instead of healing that her 4 already covered.

    Volt: Remove the movement penalty and energy drain when Volt carry his shield, otherwise he is well designed and versatile.

  7. 1 hour ago, HatedByLifeItself said:

    Vazarin is such a strong school, why no one uses it ?

    I see a lot of Inaros players going around with 9k hp and having zenurik while they don't use any ability, and sometimes they die because "Arcane grace" didn't proc, well you have a better option, 60% in 5s and you are invulnerable for those 5s. 

    I use mirage to get extreme damage buffs, but she's squishy , and vazarin makes her unkillable and actually fun to play and one shot everything you see.  

    I get people love zenurik's energy just wanted to share some thoughts if you use a frame low on energy costs and needs some survivability. 

    Basically what i'm saying is that if you play frames and you don't care about energy, but you get your magus repair/elevate for survivability you might as well use vazarin, it also can heal defense objectives or any ally really ... it really is underrated. 

    Also oberon with Hunter adrenaline and vazarin pretty good, or nekros too if you only use his 3 , or garuda since she has infinite energy and you can heal her up. or if you like hildryn this helps you if you have no shields left. Point is it can give you more build variety both with warframe and operator arcanes, so you can try some funky stuff. 

    Here's the rundown of what school I use on certain frames:

    Frames that are tanky but require constant upkeep of abilities in order to maintain that durability AND making the rest of their kit useful, I run Zenurik since in addition to Void Dash, it also have Void Blast that slow enemies by 80% for 15 seconds, making it valuable vs. most starchart bosses, liches, demolysts, etc. The only exception to this is Saryn as she embrace the kill everything mentality.

    But Vazarin have its upsides, perhaps better then Zenurik if you're minmax enough and may require to put more investment into energy management sources (max eff and primed flow, maxed arcane energize, syndicate procs, exodia brave, pizzas, etc). Void Blast is heavily underrated IMO. It allows you to quickly reach max overshield to the point that you don't have to mod tank mods at all vs. low-mid level content (level 70 and below). With Void Dash, as long you're very reactive with pressing 5, V, dash to frame, 5, then kill over the course of 2 seconds at most, then eventually it feels natural to use 5 to the point it doesn't become stressful IMO. Frames that strictly should run Vazarin IMO are Limbo, Frost, Equinox, Oberon, etc.

    Also fun topic: I had done a 2 hours solo arbi survival vs grineer as saryn with vazarin with 4 life pods remaining. Was REALLY fun being forced to dash to your frame every 4 seconds just to even breathe near the air of a level 400 nox (but with saryn 3 I quickly killed it surprisingly then). It was the day before melee 3.0 phase 2 was gonna released.

  8. 8 minutes ago, Neoriek said:

    Or just equip a ignis wraith as primary.

    I say that 4 is useless, but i kind of like it when i'm using blue chroma. 30 meter stun is kind of useful sometimes and the effigy takes enemy priority. Gonna change my "useless" to "kind of ok".

     

    13 hours ago, Ragnafiro said:

    Spectral Scream:
    Cost 25 Energy
    Strength: 40 (base damage), 40% (CC)
    Duration: 25 seconds
    Range: N/A
    Misc: 30m (hitbox similar to Ignis Wraith), 300% (CC cap)

    Not much change except to make his 1 a duration-based Exalted Weapon based on Ignis Wraith: Use rifle weapon mods. No longer locks you into solely using his 1 and actions such as using weapons, items, interactions via X, some parkour, etc. will temporarily interrupt his 1 until it can resume. Recast to cancel. For the purpose against enemies who are immune to abilities such as Arbi drones, Eidolons, Capture Targets, etc., this ability will be counted as a weapon damage instead of an ability damage. Stats will be copy-pasta to Ignis Wraith with few edits:

    Range Limit: 30m
    Fire Rate: 10 rounds per seconds
    Magazine Size/Max Ammo/Reload: None
    Base Damage and CC: See Strength Above
    SC: 45%
    Base damage type will be based on your 2

    With 300% strength, it can reach 120% CC and add a Point Strike, it can achieve 300% CC, red crits territory. Ignis Wraith have a base damage of 35, the fact I upped the base damage to 40 that can go even further to 120 base damage with 300% strength, more than triple to Ignis Wraith. SC ramps to 45% means you get 99% SC with just modding 2 60/60 mods and even more to doubledip the status procs if you like to with the status rework. But maybe the best part about using the rework 1 I propose: you're not locked out of your primary weapons so as long you don't do anything what I mentioned above, then by default Chroma will be spewing breaths that have AT LEAST 4x the DPS compare to Ignis Wraith.

  9. 30 minutes ago, Neoriek said:

    They need to have a more reliable method of cleaning a room because they are designed for that, or are you looking for a ability to clear a room in a warframe that isn't designed to do that. If you want to clear a room play warframes to do that since they are designed to do that with some tradeoff to gain that ability (less health pool, less resistances, etc). If you take number into account you would have to bring so much abilities (like vauban flechette, frost 1, ember 1, oberon 1, ash 1, etc) into this discussion since they have literaly no damage to be usable too. 

    Well, is kind of awful to stand infront a horde of enemies to get a buff, and have the 3 literally do the one handled action, call it a matter of preference.

    gonna bring you a example. Do you play Mesa around the 2 and 3? do you play Limbo with full strength? do you play oberon full strength around spamming 1 in high level missions?. If you want a kit that is good in every aspect you would need to change the entire warframe roster i guess. I would really like electric to be useful a guess so that is a point for you.

    Well, yes is literally useless, is just that the credit gain seems like a joke as a passive. I don't have any idea of what would be a great 4, so i just didn't think in any interesting way of making it a better tool.

    Btw, I kind of imagine that you want chroma to have a oneshot room ability, tank buffs, speed boost, dragon turret that breath elements that scale with enemy armor to sit afk until wave 40 and a pasive that makes him a dragon that fly around the entire room shooting lasers. I know you want to play him in every mission type and do all the orange numbers, but come on dude, be realistic. The guy just need some tweaks.  

     

    Which is why the best change for him IMO is to make his 1 an Exalted Weapon Ignis Wraith 2.0 (scale with rifle mods). Won't nuke the room as he can only kills what he can see but actually worth using instead of pretending it's a useful ability that you can roleplay a dragon.

    It's true that those abilities of theirs are useless, but maybe we can actually make meme abilities useful (like being a start of a change or even get close to Pablo-level rework). I don't want them to be useful in all mission types, just useful to actually worth using while being distinctive with their identity. As of now, once people find out that there's the best element(s), the rest are ignored. To increase diversity and to fit him as a master of the elements type of frame...

    As for the the rework Chroma 4 I posted, It gives him a way to gets the buff to his team at half amount, Some capability of drawing agrro (instead of a hard CC similar to Octavia 2) and debuff them instead of doing damage (to prevent AFK farming) isn't over the top of bring top tier of everything IMO.

  10. 3 minutes ago, tzadquiel said:

    so you took the most overused and popular weapon of warframe, and want to give it to chroma as a rework idea?
    excellent move. 

     

     

    except, you've already failed - ignis is a low IQ weapon (it doesnt require any skill - fight me)
     

    Alright, my bad then. If my idea to slap an exalted weapon isn't original, then what's your proposed Chroma 1 gonna be that people ACTUALLY gonna use (with numbers btw like my original post)?

  11. 28 minutes ago, Neoriek said:

    easy fix:

    - change his 1 (the breathing useless thing) into a elemental shield that consume 10 (plain, not affected by stats) energy for every 200 damage and deal a explosion (based on the color) of elemental damage and proc the element with 100% status based in the color (like the augment but with more range and a FX like Nova's 4).

    - change the 2 and make a one handled action.

    - remove the credit thing from the effigy.

     

    done.

    Similar case with Garuda 1 and Baruuk 1 which I mentioned earlier, your 4 man squad won't allow you to do that since they have a far more reliable method of cleaning room. I also talked earlier how the numbers would have to be Octavia 1 level to even be remotely useable. Also by the end of the day, people will pick one or two best status anyway, so nothing meaningful changed.

    QoL change with his 2 at best while electric remians useless and toxin becomes too gimmicky? You can do more you know.

    Even if you remove credit gain, now you made an ability that is already useless...even more useless?

  12. 1 hour ago, (PS4)robotwars7 said:

     - new passive: resistance to the same element that Chroma is already using (e.g. Fire Chroma cannot be set on fire) 

    - no more determining elements via energy colour: you can have any energy colour you want.

    - scrap regular Spectral Scream and give him a Quiver style ability that lets you switch between all 4 elements on the fly, with a corresponding Aura effect on his body. tap to change element, hold to cast a new version of Spectral Scream of the corresponding element. this new version does significantly more damage and costs less energy over time. 

    - overall buffs to toxin and shock chroma. 

    - Fire breath is a guaranteed fire proc

    - Toxin breath makes you spit a toxic venom that deals toxin damage over time. 

    - shock breath produces a laser that deals very high shock damage over time (ideally using the new formula for beam damage, rather than garbage status per second)

    - Ice breath is guaranteed to freeze an enemy in place.

    - give elemental ward a bit more range, and the longer allies stay in the Ward, the more their buffs increase. the longer enemies stay, the more damage they take per tick over time.

    - Vex armour can stay mostly as it is.

    - Effigy should be allowed to fly around freely attacking enemies, doing strafing runs. greatly reduce the amount of energy it costs. increase the damage it does and convert it to the new beam formula instead of status per second.

    this version of Chroma would be perfect for me.

    Passive: Extremely gimmicky use, who am I to judge? Most passives are useless anyway so the rest of his kit should actually feel like it worth using.

    1. There is a reason why I specifically made Chroma 1 into a Ignis Wraith-like Exalted Weapon. Unless you have some kind of good number to back it up to compete with Saryn 1, Gara 2, Equinox 4, etc. (y'know, damage abilities that don't becomes useless). Then this change almost nothing from our live Chroma 1 (I like that you buff the two weaker elements via giving utility but by the end of the day, infinite scaling damage ability are what matters.)

    2. Chroma builds right now loves to build Narrow Minded and Primed Continuity. Less time to maintain buffs means more time doing anything else. Increased range would not do anything unless it's like 50m affinity range. Allies fly all over the goddamn map anyway so they have almost no incentive to stays for your max buff. The same case of increase DoT of enemies. If it takes too long to get to a point that that your DoT do max damage vs. said enemies (I'll assume things like Nox or Index enemies), then the whole ability is useless in damage practicality since he kills things with his weapons much faster than just waiting for someone to slowly burn.

    3. I guess perfection don't need improvement? NO, I liked the idea of an earlier post where he gains various buffs by playing Chroma the way he supposed to be: actually taking damage instead of being a masochist.

    4. I'm all for an ability that's basically an Archwing that keeps all your buffs but ask this? Should it exist? How practical it is to use in Tridolon? How useful it would outside of open world when FKING kiddos with proper waybounds already put Nezha 1 and Gauss 1 into irrelevance.

  13. 4 minutes ago, T.Hoagie said:

    These are the changes I would suggest, others can figure out the totals in numbers that I don't mention.

    Passive: Dragon Skin, with pelt on 50% damage reduction from all sources.

    1. Primal scream, charge ability, when activated Chroma becomes crosses his arms becoming immobile and takes a large percentage less damage, damage incurred to Chroma during the charge period adds to the damage output of Primal Scream. Charge state determines size of final blast and base damage.

    2.Vexing Ward, combine both vex armor and elemental ward into one, increase the cost to count for both of them, leave recast-able.

    3. Effigy, Effigy is no longer stationary and acts as a pet summon like Venari and uses the element that Chroma cast it with. Reduces Chroma's passive damage reduction in half.

    4. Elemental Shift, Chroma can cycle through elements on the fly removing the need for energy color to dictate Chroma's element.

    Alright, time for a long-arse essay of response:

    Passive: It's fine, it's basically 2x of your EHP, not game-breaking like most generic 90% DR that gives u 10x EHP or...*look at Mesa 3 which gives 95% DR which gives like 20x EHP that is autowin vs. Corpus*

    1. This I have the most issue of. What is the charge time? No matter 'cause this alone have the same problematic design as Garuda 1 and Baruuk 1: most players isn't having fun waiting to charge something when Saryn/Equinox/Gara in your pub squad can work their way to dish out damage without waiting. Since this is not like Chroma 3 where you take damage from enemies until you're max buffs then you can naturally play the game for the rest of the mission, this ability requires constant enemy aggro to consistently do even compete with other DPS frames, so to him so that makes it useless in 4 man squad or utter god solo if the numbers are hilariously over-tuned. IF this ability have to work right (if you're still persists that Chroma becomes a half-arsed DPS), then it should work similar to Octavia 1 and Wukong 3: 
    Strength: 4x (true damage that also ignore other sources of DR)
    Duration: 2 seconds, recast to reactivate early
    Range: 10m minimum, 20m maximum, threshhold cap used similar to 1500 armor from Wukong 3

    2. Agree, they're in the buffs category anyway so one purpose should falls under one button.

    3. And we all know how USEFUL Venari right now. As long minions don't scale with damage mods like Wukong 1 with a Kuva Bramma, they're not sustainable in durability or have proper damage scaling. Also, you reduce your 2x EHP to utter meh amount? IMO I don't wanna be squishier. Pets 2.0 gonna fix whatever flaws they have so which is why the best minion in the game right now is the one that don't die or be useless: Octavia 1 and 2.

    4. Which is why in my post above that his current 2 right now can double down as a switch button and an elemental usage. A QoL ability shouldn't be a budget of their kit IMO.

  14. 2 minutes ago, (PS4)LeBlingKing said:

    My bad, just reinforcing that idea.

    I was thinking cut the stats in half (175% armor and 125% damage) for the passive, and enhance them to full with the 3 active.

    Let's assume a radius of 5 / 7.5 / 10 / 12.5 meters of draw-aggro. Scales with Power Range. I wasn't thinking in numbers, so I'm just spit-balling numbers. Agree with them as you will. Or don't.

    This is actually a good idea that I didn't think of beforehand. Let's say the Scorn and Fury changes are universal but based on elements, he also grants enemies that have been drawn-aggro'd with the following debuffs:

    - Fire: the burning passion of the Proud Taunt deals damage over time

    - Cold: the harsh coldness of the Proud Taunt slows enemies down (just movement though, the fire rate doesn't change so that Chroma still gains damage from the taunt at a normal rate)

    - Toxin: the vain toxicity of the Proud Taunt reduces the armor rating

    - Electric: the shocking presence of the Proud Taunt increases enemy's susceptibility to damage

    My bad, again. Didn't read through the whole thing thoroughly enough.

    Overall, your taunt idea is better as he have to EARN his Vex Armor than just self-damage like what I propose (being rewarded with more buffs by playing him the way he supposed to be is also nice). There might be an issue with your team nuking the map but at higher levels means his kit will easily get max buff values. There might be one issue with the fire buff though, if it's flat value then its damage won't do well but what if it ignore armor and all other form of DR and deal a percentage of their maximum hp? Won't do anything to squishy enemies as they instadie anyway BUT if makes him valuable vs. heavies like Nox and Index enemies?  I'd say at 8% of their maximum hp per second (scales with strength).

  15. 1 minute ago, BiancaRoughfin said:

    Vex Armor is by far Chroma's strongest ability, cause for his practical immortality and high damage, why the hell does it need improvement? Adding Rage/H-Adrenalin effect to it would give Chroma infinite energy and consequently infinite invulnerability as players would be able to spam it repeatedly and replenish energy.

    Lol my bad, I had no balance in mind when I was spamming ideas. Yeah, it shouldn't be changed if he's still top tier without self-damage in Tridolon, but it shouldn't be nerfed either else Rhino may replace him.

  16. 18 minutes ago, (PS4)LeBlingKing said:

    - Make his breath an Exalted Weapon First Ability akin to Hildryn (but a flamethrower instead of a gun, obviously)

    - Nerf Vex Armor, make it his passive, but allow the 3rd ability to enhance it, giving Chroma a proud taunt that heavily draws aggro and grants additional bonuses based on Vex Armor effects

     

    1. I think I got that covered with an Ignis Wraith-like Exalted Weapon, so thanks I guess.

    2. As of right now, the max bonus is 350% armor and 275% damage, so the nerfed amount would be how much? How much would your 3 enhance (multiply the passive I assume) it compare to live right now? What's the range of the taunt (does it scales with mods)? Would Chroma 3 grant bonus based on his elements? If so, what they should be?

    Knockdown & stagger immunity is fitting 'cause a dragon should have the same treatment as Rhino 2 anyway. Adding range on melee and PT on guns, I guess he needs more waveclear with his damage buff so I guess that's nice.

    3. Yeah, I think I too already covered the switching elements via tapping 2 to switch then hold 2 to cast, refresh, or cast a different element? Probably didn't covered the 3rd option in my original post.

  17. 2 minutes ago, (PS4)Kakurine2 said:

    Personally the only ability that could use a change for him is his breath. He's a powerful frame as is.  Orhers need more love then chroma.

    True, but with the state of Chroma in right now and the removal of self-damage may force him to be replaced...I don’t know. We’ll see how it goes once the update hits.

  18. I want to know how y'all gonna rework Chroma to be a better frame.

    To start with, here's my ideas how to rework (more like tweaks) Chroma with as little change possible for (hopefully) the best result, but feel free to give constructive criticism (that isn't #*!%ing dumb for the sake of rep farming).

    Passive: You gain 10% more credit from drops (Yeah, dragon loves gold, but we have credit so that's the closest thing that dragon likes and if you said something like this passive is useless then...you're right and I agree, most top tier frames have useless passives anyway *looking at Rhino* so if you guys have a better idea it's most likely better than what I propose if you're not trolling).

    Spectral Scream:
    Cost 25 Energy
    Strength: 40 (base damage), 40% (CC)
    Duration: 25 seconds
    Range: N/A
    Misc: 30m (hitbox similar to Ignis Wraith), 300% (CC cap)

    Not much change except to make his 1 a duration-based Exalted Weapon based on Ignis Wraith: Use rifle weapon mods. No longer locks you into solely using his 1 and actions such as using weapons, items, interactions via X, some parkour, etc. will temporarily interrupt his 1 until it can resume. Recast to cancel. For the purpose against enemies who are immune to abilities such as Arbi drones, Eidolons, Capture Targets, etc., this ability will be counted as a weapon damage instead of an ability damage. Stats will be copy-pasta to Ignis Wraith with few edits:

    Range Limit: 30m
    Fire Rate: 10 rounds per seconds
    Magazine Size/Max Ammo/Reload: None
    Base Damage and CC: See Strength Above
    SC: 45%
    Base damage type will be based on your 2

    Purpose: Better way to waveclear level 150s trash mobs (without being a low IQ statcheck frame who leech Arbi Excavation) with his fantasy akin to a dragon firing his breath by making his 1 an ability that's actually worth using (unlike most crappy exalted weapons right now) while adding a cap so that he should be heavily invested and rewarded in strength mods (which he already naturally builds anyway) while prevent silly S#&$s like 499% strength to go too out of line (YES, I know it's a power fantasy game, but at least it shouldn't feel too cheesable).

    Elemental Ward

    Self buff only. Tap to toggle the element your Chroma wants to be in the middle of the mission and hold to activate it. Can be recast. As of now, Heat and Cold are like the meta and Toxin is good if you like to rotate self-damage secondary(which may no longer be a thing as of this post) and your Rubico Prime/Lanka in Tridolon. No one uses Electric but memerlords (hell, probably not even a good meme). Because this ability isn’t complete S#&$, I personally would not change it much beside QoL or the elemental bonus, but if y’all have any ideas that actually gives the purpose of “Yeah, I want to keep switching elements to maximize performance instead of pretending it’s a QoL ability!” that would be great to bring diversity of choosing more than one element that is the best in that one mission.

    Vex Armor

    Self buff only. Hold to “damage” your shield and your health (which works with Rage and Hunter Adrenaline) at 100 damage at every half a second. Just because it’s Chroma bread and butter and the very REASON you pick him doesn’t mean this ability couldn't be improved more. Instead of replacing this ability, I want to know how it can be improved.

    Effigy
    Cost 100 Energy
    Strength: 1 (amount of maximum effigy, every 100% strength and no less), 50% (vulnerability)
    Duration: 25 seconds
    Range: 30m (draw aggro range, max 30m)
    Misc: 30m (effigy detection range), 50m (affinity range) 

    Hold to deploy an effigy (named Smol Chroma for a lack of a better nickname). Tap to refresh all instances of Smol Chromas’ duration at 50 energy. Movement speed and armor penalty removed. No longer have a health bar. No longer shed your majestic dragon coat and instead summon a spectral version of your majestic dragon coat. Having your 1 up will also allow your Smol Chromas to use it as well. The Smol Chroma cannot attack except by using your 1 and its Spectral Scream do no damage but instead apply a debuff similar to Nezha 2 that last indefinitely. Allies Warframes that are within the Smol Chromas’ affinity range are given the same buffs as Chroma’s 2 and 3 at half amount. Buffs do not stack beyond the first. Enemies are compelled to attack the effigy.

    Purpose: Soft CC tool at least, debuff enemies instead of doing damage as I don’t want the Smol Chromas to play the game for you (same with DE with their hatred for that playstyle, I think). Main purpose is to give your team the same buff as you without them feeling like they HAVE to stay close to you, at least the affinity range is a lot of support he can give.

    I may have missed maybe things in detail about a potential Chroma rework, but on my take, I want him to actually be above-average useful in other things without being too oppressive while retaining the best parts of his kit (by mentality sane Chroma mains who doesn’t whine about self-damage removal of course). So feel semi-free to express what kit needs to be overhauled entirely, if it actually provide clear purpose to worth using it *looking at Vauban Vector Pad*.

    EDIT: It's healthier for Chroma to have to EARN the max damage buff rather than masochistic self-damage, so one of the the suggestion that should give him the ability to draw aggro to him and get various benefits at max buff and more based on his elemental types. So because of that, I'll try to make a revised Vex Armor: ...


     

    kkRange L

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  19. Short answer: Solo the starchart.

    Long answer: The time when I can play at my own pace, look up guides on getting endgame mods and gears. A MR 7 player via being Rhino with a Tombfinger and and a heavy blade Dokrahm soloing spy missions for all Ivara parts, my second frame. Having my Iron Skin disabled so I had fun git gud vs. Shadow Stalker 1v1 in The Second Dream. The cinematic quests are nice I guess but almost all mission in the starchart I solo (with the exception of things like Interception and Hijack but back then I was lucky to queue up with at least one more person).

  20. The closest thing we have to a least useless specter without gimping ourself is Wukong 1 (lul Excal Umbra). Mainly because the clone have very good damage scaling with a god-modded Kuva Bramma and actually follow you where it needed to be. If Nyx want to perform even remotely close to what Wukong 1 provide, then mind controlled enemies needs insane mobility and damage scaling to compete, else they're just semi-stationary meat shields like Nekros 4 that you recast his 4 to reposition them (unless you're ok with mind-controlled enemies don't move much in fast missions).

  21. 1 hour ago, (XB1)GearsMatrix301 said:

    Well considering my Gauss can go up to level 200 I’m going to assume my Inaros can handle level 170s just fine.

    Alright, you do you, assuming if you actually done like an Arbi game mode (Survival or Disruption) solo proving that Arcane Grace isn't bad with well-resulted speed-running rotation reward (no more than 5 minutes and if you die once then RIP LOL).

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