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Thundervision

Grand Master
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Posts posted by Thundervision

  1. If your Sentinel has attack precepts it will instantly draw aggro on itself the moment you transference out of your warframe, so the stuff about Sentinels tanking Lv.400 enemies can't be taken seriously without any proof (unless you're just using them for Vacuum).

  2. 24 minutes ago, SkalleBonk said:

    Another thing that would be handy is a way to respawn them yourself by crafting let's say "sentinel deployment" but with a cooldown of course before you can respawn them again

    Could also replace the Scimitar's ability with the same effect (deploying sentines for everyone in your squad who got his sentinel destroyed). 

    I mean, it's probably the worst single ability in the game right now.

  3. Quote

    Cause the baza and aksomati are already pretty strong and i think weapons like the akzani need a prime version much more...

    Just a matter of time or suitable period. By the latter one I mean Xmas period. It's that one time when DE are going to great lenghts when they even may shuffle the warframes PA order. Nova Prime and Valkyr Prime are the most notable for that. In which case DE most likely operate by the overall popularity and usage rates, when it comes to Xmas PA for a cash influx (and surprisingly there's nothing bad about it).

     

    But, aside the known Latron and Braton outliners, the truth is simple:

    All the existing Tenno weapons will probably eventually be Primed.

    All the existing Grineer weapons will probably eventually have Wraith versions.

    All the existing Corpus weapons will probably eventually have Vandal versions.

    And yadda yadda yadda.

     

    Early on we even had such thing to operate by, hehe

    ZNITNjr.jpg

  4. 41 minutes ago, Amazerath said:

    -snip-

    Spoiler

    8d130e07705c993895b25966a9783229a482e413

    That's actually true. And usually it's some YT content creator bringing it up to attention. Remember Wyrm Prime? Nothing against Reb (thanks for doing so, although you didn't have to), but it literally took a couple of mins to make a memo for Scott and then just a bit of keyboard tapping.

    Quote

    I ASKED FOR THIS 2 YEARS AT BOTH TENNOCONS. 

    and nothing...... 

    Youtuber brings it up in a stream and bam it's done. 

    Everything I've done.... 

    Was it all for nothing?

    This is pretty much people leaving pages of constructive feedback on the official forum.

    edit:

    *Keeps waiting for YouTubers to bring 15-30% Status chance mods up to DE's attention*

  5. After using 12th Forma on Ember after all her reworks I feel like she still needs help. Most of all, it's the same old Fireball with the same old problems that weren't even addressed. And secondly, although the new Ember has synergy it doesn't seem like she really does. I really like ideas behind Fire Blast and Inferno, it feels fresh and engaging, however other 50% of her kit has some issues.

     

    FIREBALL

    Plain and simple: it was lackluster before and it's even more so now. Your investment into it doesn't worth the output it provides, not even at 8x multiplier, because in order to achieve such amount of damage  you have to spam the same ability and burn through your energy pool. You can practically forget about this ability if you're not running a high-efficiency build.

    Details:

    • Complete lack of the aesthetic pleasure and satisfaction on the visual part of the ability:

    There's strong satisfaction when Atlas build up his Landslide combo with a fiery explosion, and there's complete lack of the one when using Ember's Fireball. Does it even have animations other than pulling her hand and then moving it forward aka 'throwing' a fireball? No matter the damage, even if it kills, just looking at it doesn't make it powerful, it doesn't make you feel powerful. Just no eye candy stuff. Even Vauban received his fancy juggle animation for grenades.

    We all played video games with Fireballs, we all watched movies or cartoons or animation with magic. Heck, look at the Avatar's Firebending - it's got it all: fire punches, fireballs, flamethrowers or flame whips from your hands. It really surprises me how bleak visually and animation-wise Fireball is.

    • Firepatch doesn't stick to surfaces
    • Reliance on Immolation

    So you added charge-up mechanics for abilities. It had the same issues that charged melee attacks had: it takes too much time in so fast-paced game with little to no effective output. You changed melee, charged attacks are good now, abilities charge-up, however, wasn't changed, thus it has the same issues it had before.

    Next, you also removed Flash Accelerant augment which was really useful for support-oriented builds so now Fireball gets reduced charge-up time when you have Immolation up and running *which* costs you extra energy and then even some more when it reaches its max. *And then* you also have to spend energy on actually casting your Fireballs.

    • Weak stats-wise

    400 damage on hit and 150 damage on AoE which is also 2m (2.4 if charged), has a 0.5 delay before casting it again and takes 2.5s to charge it up on default condition. On top of that, it's also a projectile-based ability with not really decent projectile speed.

     

    Suggestions:

    Honestly? I'd say scrap it and do a better one. Exalted fire whips or flamethrowers from one/both of ther hands (if holding the button down).

    But these are regarding the current state:

    • Make visuals (vfx, animations) feel that they do pack a punch.
    • Make Fireball stick to surface on hit and increase its lifespan.
    • Decrease charge-up time at least to 1.5s, or:
    • Triple AoE stats on the current charge-up.
    • Synergy with Inferno: casting Fireball on ignited enemies results in an explosion. If enemy use weapons, their ammunition also starts detonating and firing small fireballs off them and igniting nearby enemies on hit (as in proccing Heat status on them, damage would be low).

     

    IMMOLATION

    Oh boy, the reliance on just one ability in order to make others work is just... beyond me. It works on Gauss to some degree (that being said, like him), but not really on Ember. And not only that, but you also changed two augments for different abilities that are heavily relying on the Immolation. Which is basically two augments for one ability with different effects. Besides, Immolation doesn't even boost your Heat/Fire damage at all.

    MICROMANAGEMENT OVERKILL and OTHER ABILITIES RELIANCE.

    I swear, rather than tapping several buttons in order to make one ability *work* in order to kill enemies, I can just take my gun or now-insanely-good-melee and deal with them with no enery cost. And it they don't die, I just shoot a few more bullets that do the job. It seems to be a common issue with the newest warframes - too much work and actions among abilities to reach the same effect you'd have if you just tap & hold 'fire' button. Also, when did we move from 'synergies' that offer extra or altered effects to synergies that make abilities just work?

    Next... Let's take a look at some DR abilities we have so far:

    • Trinity has her 75% DR Link which will also transfer 100% of damage and status received to linked enemies. All it costs her is tapping one button every 20-30s.
    • Mesa has a 90% DR ability which will also be deflecting projectiles. All it costs her is tapping one button every 20-30s.
    • Revenant has his Mesmer Skin that completely protects him from damage and status while also converting the attackers. All it costs him is tapping one button every X-charges and you can even re-cast it!
    • Equinox has a 50% DR based on distance. All it costs her is tapping one button.
    • Mirage has light-adaptive Eclipse: DR for dark and Damage boost for light environment. All it costs her is tapping one button every 20-30s.
    • Nova has Null Star which is capable of reaching a 90% DR with just enough duration. Again, just one button until the charges are depleted.
    • Gara has her Splinters that not only grant her and allies a 90% DR, but also can be stacked as long as you have enery for a tremendous amount of damage capable of oneshotting enemies just by passing by.

    And the list goes on and on.

    Ember, on the other hand, has Immolation which really shows you what really stressful micromanagement is. And if there's nothing or no one to use Fire Blast at, you just have to use it - and it's a 75 energy points ability - in order to cool down. And this is the only ability that cools her down. Great. So if you don't have enough energy for Fire Blast, it's just easier to turn Immolation off, transference out and Void Dash away.

     

    And let's take a look at the bigger picture.

    Previous Ember:

    • Reliance on Accelerant in order to let Ember kill enemies and CC.

    Current Ember:

    • Reliance on Immolation in order to let Ember not die / make Fireball being effective.

    So why don't we just implement her Damage Reduction the way others already have it and focus on the fact that Ember's now struggling at CC-ing (all those pesky LoS requirements, duh), being a Damage Dealer she is supposed to be and her having synergy issues?

    It's not like Ember wasn't among the first warframes to introduce pure DR abilities to begin with:

    latest?cb=20130930232833

     There is literally no reason to reinvent the wheel 🤷‍♂️

     

    Suggestions:

    • Move Immolation to Ember's 3rd ability slot with 75 energy cost and Fire Blast to Ember's 2nd.
    • Synergy with other abilities: Add (Heat-) Damage boost depending on the Immolation's state. At least it will make having insane energy drain fair.

     

    FIRE BLAST

    I have only 2 critical moments to point out:

    1. LoS requirement for a temperature-based ability is really oof.
    2. The lack of synergy with anything but Immolation feels odd. Stripping armor doesn't really count, I can strip armor with my weapons as well.

     

    Suggestions:

    • Honestly, I think using Inferno and then Fire Blast should help to spread Inferno's fire on ignited enemies, while also boosting Heat DoT. With Fireball, if you make it stick to surfaces, it could be resulting in an explosion which would make the firepatches spread out (similar to fire hazard and Hyekka Master's grenades) in a 10m area with a 100% chance to ignite enemies that step on it.
    • Perhaps, make Fire Blast applying only to the same tile (no LoS check) you're in and LoS check if targets are in the connected room.
  6. Quote

    not needing to incentivize Ignis/Amprex use more.

    Well, there are also weapons like:

    • Flux Rifle (25m),
    • Convectrix (25m),
    • Glaxion (24m),
    • Spectra (18m),
    • Synapse (27m),
    • Gammacor (25m).

    That could really benefit from such mod w/o sacrificing the main modslot in order to compensate their weak side. And those don't even have any kind of AoE damage.

  7. Yep, same here, guys. I'm experiencing this very issue for over a month or two. I'm basically can't use K-Drive unless some miracle happens on my N-th attempt to mount it. But then I have to dismount on my own, 'cause you can't interact with anything when using the board, thus it gets borked again. It's really infuriating at this point. I'm not even bothering using K-Drive on the Plains/OV when playing with other players, because AW works just fine and doesn't waste your time.

    It just works whenever it wants to work. It may take 2 attempts or 15 before you get on it.

     

     

    I'm surprised that this issue isn't widespread, and so far only saw recent reports:

     

  8. You can come up with many aura mods not only being useful on their own, but also becoming incredibly useful and powerful when more players use them, quick brainstorming:

    • Rage-like Aura mod
    • Enemy Radar w/ Hush or Muffled Area (meters)
    • +Shields Capacity, +Shields Recharge Rate, -Shields Recharge Delay Aura
    • An Aura with +s to all parkour tricks, wall-latch and aim-glide
    • Aura with 'Mind Haze' (Rakta Dark Dagger) effect
    • Companion Aura increasing all their stats (defensive and offensive) by x-%
    • Status-% + Status Dur aura with either % or flat values
    • -Shields/Health on user and +Health/Shields on allies

    etc.

    ...If only we were getting as many aura mods as the regular (set) mods :thinking:

    • Like 1
  9. True. It also could help both developers to better understand their playerbases, assuming they will listen to feedback or play the games themselves, of course.

    4 minutes ago, AshArbiter said:

    Going into 2020, Destiny 2 is sure to pick up some speed, now that it's F2P. Competition will make DE work harder to earn players. 

    Can confirm, 90% of my friends are playing D2 now, teaming up for Sorties in WF and then going back to D2 :clem:

    • Like 2
  10. Personal projects in free time tend to be treated with more passion, though. When compared to your work stuff with time constraints and final approvals from supervisors and possibilities to ship it and then fix it, the only deadline you have is when you're finally happy with the result. The best analogy is probably the quality difference between modding communities and game developers.

  11. 10 minutes ago, --Brandt-- said:

    Ever since they added the red blinking icon the demolysts have in disruption, I kind of wish they had something similar for grenades.

    Hah, I had the same thoughts before, caused mostly by the way ME3 handled it. In fact, ME3MP, despite its flaws and bugs, handled telegraphs and notifications amazingly-well (not counting ninja Praetorians, heheh). So, grenades in ME3:

    Visuals:

    • Red icon when thrown, indicating its location
    • Red trail when thrown
    • Flashing proximity icon

    Sound:

    • Short 'draw' click, landing 'click' and countdown beeping with fuse whistle

    Here:

    (And at 24:18, too)

     

    Honestly, I don't have issues with grenades, but having some improved warnings wouldn't hurt.

  12. 14 minutes ago, Tsukinoki said:

    and beam-weapons need help.

    To be fair, it's a matter of removing just one particular mechanic which DE shoehorned right after they unscrewed continuous weapons and thought it was a brilliant balancing move (it wasn't😞

    Quote

    22.13.3

    • Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.

    22.13.4

    • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.

    22.14

    • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
    • All Beam weapons now start their Damage ramp up at 20% (instead of 10%).

    edit: think, some of these could be weapon-specific, but ramp up mechanic did screw continuous weapons once again.

  13. Meta this, meta that... You're fighting or trying to fight the mentality which is quite different from the tools you have at your disposal. Don't be like meta-lovers - play the way you want to and don't look at them. Try to minimize whatever YOU don't like about YOUR weapon. And screw the ones that come and «hurr durr your build is lame, this is how you should build it».

    The only real meta for weapons are Vigilante multishot and PT mods. And even the PT ones come at price: lowering damage output/ammo efficiency to be able to hit several targets at once.

    Serration, Split Chamber and 60/60 (yeah, how about we get a 90% Status mod as an Elemental counterpart, DE?) or crit mods for Status/crit guns are simply mandatory. Though Rivens mods can help ditching those if you're lucky...

     

    The only Exilus mods that will be allowed to be used in the slot should be:

    • Accuracy mods
    • Ammo Mutators
    • Ammo capacity mods
    • Cautious Shot
    • Conclave-PvE mods
    • Delayed triggers mods (Adhesive Blast)
    • Holster rate mods
    • Projectile speed mods
    • Reload rate
    • Status Duration
    • Suppressors
    • Zoom level

    /////////////////////////

    • Recoil is debatable, since it's pretty much malleable with one's mouse/macros/controller anyway.

    /////////////////////////

     

  14. Replace Skimitar's carpet farting with a sentinel reinforcements drop that will deploy new sentinels for you and allies (if they got their destroyed, too). Voila. No need for brainstorming or band-aid mods/mechanics.

    Let's be real, if they didn't make Xiphos turret scale past Lv.30, they won't even consider making the Scimitar worthwhile to use (unless you want style points). But at least this way it will be used way more often.

  15. 4 hours ago, IIAxiosII said:

    Double the difficulty and half the timer. 

    Exactly.

    Make enemies increase their level at x1.5 - x2 rate, but revert doubled intervals back to the regular ones. It's already mentally exhausting to play the mode, as long as it's not Interception or Excavation, in the first place (I, for one, completely dropped it unless it's Excav until the issue gets addressed).

     

    Also, repeated cosmetic rewards (Arbitrations, Sanctuary Onslaught) was a big mistake.

    QoL suggestion:

    Check cosmetic rewards off the reward pool for players who already got those. Either put something else (Rare mod, more Endo or Kuva) or let another item from its rotation take cosmetic item's entry.

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