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DameDameNingen

Hunter
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Posts posted by DameDameNingen

  1. My take:

    1) Rasp

    Saryn exhales a wave of poison in a cone shaped area, staggering enemies and inflicting a powerful toxin proc. Similar to sonic boom. Doesn't interrupt actions and can be cast on the move.

    2) Molt

    Unchanged.

    3) Contagion

    Automatically spreads when an infected enemy is killed, as well as every ~2 seconds. Every time an enemy spreads the infection, any status procs they are suffering, as well as the effects of most warframe abilities (Terrify, Chaos, Molecular Prime etc.) are 'copied' onto any other enemies they infect. Range and duration are increased. Cost increased to 50 or 75 energy.

    4) Miasma

    Fills a wide area with choking fog. Enemies within the area are slowed and have their accuracy significantly impaired. Every second, the mist inflicts minor poison damage, and automatically gives either a toxin or corrosive proc.

  2. *things*

     

    Was going to say something like this, but you put it far better than I could've.

     

    Newer warframes noticeably tend to have more interesting ultimates than the 'F- you, room' button common among the first released, but Mesa is an exception. Some sort of ranged hysteria-like effect (maybe taking some stats from your equipped secondary) would have been much better.

     

    I'm always baffled by people who defend standing still pressing 4 as a legitimate play style, rather than just a way of bypassing rng walls so you can do something more interesting. What is wrong with these people? What are they getting out of this? I'm honestly curious.

  3. So overall, we want stamina either:

     

    1) Removed, goodbye stamina, don't let the laser barrier hit you on the way out, or

     

    2) Used only for some combination of blocking, special maneuvers, resisting procs, charge attacks or channeling.

     

    I kind of prefer 2, but given that DE could not balance on a level surface wearing heavy shoes, I'm gonna have to vote for 1.

  4. As an additional suggestion, the workings of crit mods could be reversed, so that they reduce your chances of not getting a crit, rather than working off base crit chance.

     

    For example, if point strike increases crits by 20% and you put it on a weapon with 5% base crit, you get 1 - (0.95 x 0.8) = 34% crit chance. If you put it on a weapon with 25% base crit chance, you get a 40% crit chance.

     

    At the moment critical mods are pointless on weapons with low base crit chance, and a no-brainer on others. This would make it more of a choice.

     

    Edit: Probably do the same with status chance.

  5. There's nothing fundamentally wrong with shotguns, they just need to suck less compared to rifles. No damage drop off, better critical stats and larger mags/faster reloads would all be nice.

     

    Snipers are a bit harder because a lot of WF involves fighting large groups of enemies, often spread out in dense environments.

  6. Infested are by far the most interesting faction to fight IMO just because of how varied their units are compared to corpus or grineer. AI doesn't really come into it. Hunting down mutalist MOAs and ospreys through the mass of light infested is actually challenging and fun, whereas almost everything the other factions has boils down to 'chaps with guns' and 'pointless ignorable melee tossers'. Which is why the manic is so refreshing.

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