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CosmicSheepo

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  1. Im not old enough of a player to have been around for original Equinox (I started right after Equinox Prime released iirc), and the fact that my complaints have existed for what I assume to be the entirety of her existence is generally a crime. All I can hope is that once Pablo gets around to fixing the even more egregious frames (looking at you, Inaros, and thank god you're getting reworked), he'll take a brief once-over for other frames, including Equinox.
  2. I have a special place for Equinox in my heart, as she was my first prime, and has a pretty damn cool concept of a frame that is 2 frames in 1, with an emphasis on wanting to switch between her forms depending on the situation, which can be assumed since her 1 provides her with timed buffs that can be refreshed by switching forms. As such, it makes very upset that it really doesn't take much to make her, at bare minimum, capable of fulfilling her own fantasy, even if she wouldn't be super meta. Fix 1: Make her 4 augment part of her base kit. That's it. Arguably her most well-known ability as well as her ultimate, actively fights against her own concept. That, to say the least, is a baffling design decision. So just make it work alongside her concept by making that bandaid of an augment part of her. As for what the augment could be changed to, a few ideas generated in 2 minutes are here: - Excess healing from Mend turns into overguard, capping at 5k-10k, affected by Power Strength. Excess damage from Maim is dealt as an explosion around an enemy's corpse/Enemies damaged by Maim additionally explode, dealing 50% of the damage they were dealt in (insert radius) meters around them. - Damage conversion to HP or Damage increases by 10%/15%/20%/25%. Fix 2: Make her 3 remain active between form swaps. It is incredibly annoying to have to recast her 3 each time you swap forms, which is also another part of her kit which just really seeks to punish the hell out of her trying to have fun with her own concept. So, just make it so her 3 remains active, and make it so you wouldn't need to keep rebuilding her 3's augment each time you swap either. Though, truth be told, her 3 augment is also just incredibly boring, seeing as how it either makes her Day form have bigger numbers, or just gives her Gloom-before-Gloom-Existed. It could honestly just be folded into her base kit, and although her Night form would probably see a considerable boost in usage since she'll just have Gloom but with enemy damage debuffing instead of lifesteal, her Day form is still pretty weak, which could be fixed by reducing its numbers and making the buff multiplicative, like how Nidus' 3 works. As for what a new augment could do, here's a stupid idea crafted in 1 minute. - Night form additionally provides 20%/30%/40%/50% DR, for when an enemy isn't in range for their damage to be reduced by the aura itself. Day form additionally increases cast speed by 20%/30%/40%/50%. "Fix" 3: Just buff her 2 (Mainly Rage). Her 2, IMO, is really not great. Her night form is decent, with it being an on-demand sleep, but her Day form 2 is, for lack of better phrasing, really goddamn bad. Not only does it buff enemies (which, fine, it fits the name), but the boost it provides for your team is really crappy, all things considered, with only a 50% damage boost. Which yes, it's multiplicative, but keep in mind: Nezha's 2 provides double the boost, which to my knowledge, is also multiplicative, without buffing the enemy, and Nezha is also generally considered a better frame for the vast majority of content, excluding affinity farming. In the end, her Night form 2 is perfectly fine, but here's a few things her Day form could use. - If we're keeping the enemy buff, boost the damage vulnerability to a minimum of 150%. If this sounds too high, remember: Nezha's 2 gives a 100% damage vulnerability, without buffing the enemy, being able to split (when combo'd with 4), boosting both HP and Energy orb drops, allowing for decent mobility (teleport on recast), and with its augment, do both decent damage as well as MORE orb drops. And oh, that doesn't include the fact the thing explodes if you teleport to it with 1 on. Or the fact that I'm fairly certain this thing provides CC as well, if the Heat damage can proc the status. In comparison, Equinox's day form 2 is incredibly bad, with half the damage boost, and an enemy buff, and nothing else. - Make enemies affected by Rage generate double the charge (or just 50% more) for her 4, just for a bit of synergy. This could also be applied to her Night form, just so you do have reasons to continuously use her 2 in both forms outside of trying to get 1 mil affinity in 2 minutes. - Double the range on the augment. That thing seems fun, but good lord, it really is kinda useless when the debuffs the enemies get (or buff in Rage's case) are far from very noticeable. The augment could also refresh the ability duration on spread as well, which could potentially break her Night form, but I severely doubt it could change Equinox's place in the meta very much. At worst, it can be made that killing affected enemies increases the timer by 0.5 seconds, up to the original max instead of a full refresh. While we're at, increase the max AoE of her 2 to 7.5 meters as well, because this ability needs all the help it can get. "Fix" 4: Buff the buffs on 1. Her 1 is really the only part of her kit that really rewards Equinox for actually engaging with the main gimmick of her, so may as well encourage that. Here's the buff ideas. - Make the buffs consistent for the entire duration, instead of gradually decaying. There's really no point in making these things decay, especially since Equinox will probably be swapping well before the buffs even run out. Though, I guess the decay could stay as another way to encourage constant switching, though it would make it so taking full advantage of either part of her a complete pain the ass. - Why is her Day form buff additive? It is 25%, and if the wiki is right, only affects guns. Make this buff multiplicative, drop the numbers by 5, and make it work on melees. That's it. - Her Night form buffs are largely fine, IMO, but it definitely would be a bit better if her armor buff was instead changed to a flat DR, perhaps around 20-35% total. This should be roughly the same amount of tankiness she already gets, but this time also affecting shields instead of just health. - If we want to be spicy, make it so transforming also gives allies within a small range 50% of the buff values, to help reinforce Equinox's position as a support frame.
  3. I don't mean to be rude, but erm, are you sure you're not placeboing yourself? I get if you notice the 10% extra attack speed, seeing as how that's a 1/3 of Fury, but I do find it a bit hard to believe that you would notice a 10% additive damage boost, considering it is 1/12 of Pressure Point (1/16 with Primed Pressure Point) and 1/8 of Condition Overload with 1 status effect. I also find it pretty hard to believe that other frames built for melee are significantly worse than Excalibur and his 10% additive damage bonus, such as Ash, who boosts Bleed status effects by a significant margin, bleeding enemies out before the raw damage gets them, or anyone with an attack speed bonus, like Gauss or Harrow (yes, Harrow boosts melee attack speed), who simply would hit faster than Excalibur. In both cases, I can't see a 10% boost in damage doing much. For example, that's only 10 extra damage on a 100 damage attack, when Gauss or Harrow could just hit twice for another 100 damage, and Ash bleeds for about an additional 44 damage if I'm doing the math right. As for Furious Javelin, although you may not take it into account, it seems to be a multiplicative damage bonus, which is incredibly strong with how high the thing can stack, so that thing is immediately better than Excal's passive, which is purely additive. Then again, I basically don't use Excalibur, so I may be talking out of my ass with my lack of hands-on experience. But still, just from a math standpoint, I still think Excalibur's current passive is lackluster. At least, I'm sure we can both agree the thing needs to be universally applicable to all melee weapons, not just sword-type melees.
  4. Yeah, I'm well aware that full knockdown immunity is crazy strong, but I do believe one of the main complaints about Atlas is just the fact he requires you to be grounded to be a bit too restrictive, even if the bonus is strong, and although yes, you can simply just pay attention to when you will be knocked down and ground yourself ASAP, it's not an entirely realistic option IMO since some knockdown sources are nearly invisible in the chaos, like a Scorpion or Ancient's tether. I'm not advocating for Atlas to have PSF at all times, just that his passive doesn't immediately deactivate upon leaving the ground, because Warframe very much does not encourage a 100% grounded playstyle. I want to see my suggestion as more of a QoL change than anything else. Now, this is just something I will absolutely disagree with because although his passive does fit thematically, it doesn't change the fact it's awful. Even if we say that the freeze chance is 100%, the other issues still remain, namely the weirdly restrictive trigger condition of needing to be hit with a melee attack, which still has its issues. 1. You're usually on the move enough to not worry about melee units, doubly so on account of wanting to avoid getting hit by melee units because they hit with a truck and 2. the vast majority of melee units are incredibly easy to kill, meaning they're not exactly threats in the first place. Furthermore, Frost's current passive affects a single enemy at time, making it probably one of the worst sources of CC in the game, even with a 20 second timer. Hell, even making it so the passive does an AoE freeze won't be enough to change how bad it is either, because on top of the issues of needing to be hit with a melee attack, Frost already has two abilities to get melee units off him: his 3 yeets enemies and his 4 is a mass area freeze. He doesn't another safety net there. Biting Frost by all means fits his idea very well: he freezes enemies solid and then shatters them to bits with a crazy crit boost. Anyway, that's my daily Frost rant out of the way, sorry for that lol
  5. In my opinion, a "passive" should be a key, or at least noticeable part of a Warframe's kit, especially since I do play some games which the passive are straight up core parts of a kit, like League (yes, I know my taste in games is trash). In Warframe, some frame passives are either bad, outright trash, or actually good, with way too many being in the first 2 categories (mostly older frames). Although I haven't tried every single frame in the game, I still think I can make a few half-decent suggestions for some frames. Atlas: The knockdown immunity should last for about 1 or 1.5 seconds after leaving the ground. In Warframe, we spend an incredible amount of time airborne, not to mention the fact that parkour makes it easier to survive, so we are actually encouraged to remain airborne. By locking Atlas' passive to just the ground, it makes it a tad clunky to use since it won't be active a good chunk of the time, while also making it so Atlas dies easier because remaining grounded makes it easier for enemies to shoot or melee you. Banshee: The passive is somewhat weak, but I'm honestly not sure what you can do with this to make it any better without either, doubly so since this passive is literally just the Hush/Suppress/Silent Battery mod for free. So, this passive is probably perfectly fine. Caliban: The biggest issue with this passive is the fact that Adaptation just overrides it, and also because Caliban's passive is just weaker than Adaptation. I think it'll be nice for the passive to at least work alongside the mod, maybe by having the DR provided going all the way to 99% if Adaptation is equipped on Caliban. Allies within affinity range would not be affected by this, for the sake of balance. Chroma: The dude needs a full blown rework in my opinion (mostly giving him an actual 1 ability and making his 4 into something other than a credit doubler), but within Chroma's current kit, I would make his additional jump more powerful than a normal jump. As it stands now, I basically don't even realize the extra jump happened. Equinox: Honestly, Equinox's passive is pretty decent, all things considered. The only thing I think needs to be added is for Equinox to be able to pick up energy and health orbs, even if she is maxed out in either in order for her to be able to constantly gain health or energy from orbs. Excalibur: I would say Excal's passive is good... If the bonuses weren't additive and restricted to bladed melee weapon classes. A 10% boost is nigh unnoticeable in terms of damage, though a 10% boost in speed might actually be noticed. I would say that the bonuses should be bumped up to around 15% and be multiplicative instead of additive, and every melee weapon should be able to access the boost. At worst, make the passive universal if the other parts are a bit too much. Frost: Just make Biting Frost his passive. The current passive is trash tier, times three for a few reasons. 1. The chance is 10%. 10%! That's pitiful, and will proc basically never! 2. It specifically requires a melee hit, when a good chunk of enemies are ranged (Infected are the exception, of course), which makes Frost's current passive even less likely to actually proc when combined with the fact only 1 in every 10 melee hits will actually cause a freeze. 3. You shouldn't be getting hit by melee attacks anyway, because those things hit like a truck and also because it's Warframe, we should be moving so much that melee units are effectively a non-issue. Even more, most melee units are incredibly squishy too, so they die with a glance, making them even less relevant unless it's a toxin eximus. Just, overall, Frost's current passive is just awful. Inaros: Again, bro needs a rework. Otherwise, his passive damage needs to be boosted a ton, doubly so with Sevagoth just having a way better version of Inaros' passive. Make the coffin drain do like 25% of an enemy's max HP as true damage per second. It's not like it's overpowered since this passive isn't AoE, it's a single target drain that does less damage than a vacuum cleaner would. Loki: Poor Loki's just fallen out of favor since the game has moved to a fast-paced genocide simulator, while Loki still specializes in stealth and CC. Giving Loki an additional 50% multiplicative damage bonus to enemies who have not yet detected/seen Loki might help him catch up a tiny bit. Or it'll feed more into a zoom and boom meta. One or the other. Mag: Just remove the bullet jumping requirement. We can just give Mag innate loot magnet. Or just give everyone innate loot magnet, it's long overdue. Mesa: Make the two passives, 15% faster shooting with dual pistols and 25% faster reload with single hand secondaries apply to all secondaries. In exchange, remove the 50 bonus HP without a melee weapon. I'm sure nobody is going to miss that part of the passive. Nova: Although Nova's passive is somewhat usable since it relies on knockdowns, we also shouldn't really be wanting to get knocked down in the first place, even if it seems that Nova can be deceptively tanky with her 1 giving DR and her 4 slowing. My thoughts would be changing her passive so that enemies killed by Nova prime enemies in a small radius (like 3m at most) around them with anti-matter, with the same properties as her 4's priming. Oberon: This passive... exists? The stat-link is not amazing since mods give like... quadruple the value, and the single instant revive doesn't do much if your pets are constantly downing in Steel Path. If anything, we can just change his passive entirely to making all companions (Sentinels included) automatically revive after 45-90 seconds after death. It's certainly a lot better than some minor stat links and a single instant revive. Revenant: This man doesn't take damage in the first place, environmental sources excluded. As such, his passive relying on his shields going down makes no sense because his shield's aren't going to be hit anyway. If we want to lean into the eidolon theme of him, the passive can be changed to something akin to the roar they give out when a limb is broken, by having it so every (insert number) of hits taken/Mesmer Skin stacks lost, Revenant release an AoE pulse of energy, either disarming or slowing down enemies (mimicking the Magnetic proc of eidolon roars without using Magnetic... Because Magnetic is honestly trash) and doing some minor damage. Though honestly, Revenant is strong enough to be fine, even with a pretty nonexistent passive. Rhino: God just replace the passive with something that feeds into the idea of Rhino being, you know, a rhino: something hulking, strong, and pretty impossible to stop when it gets started. I don't use Rhino much, so I can't think of too much that fits his theme, but we can probably steal from that one decree that gives you bonus damage if you keep moving, which should fit with the idea that Rhino is a rhino: as he gathers momentum, he gets more dangerous. But, that idea doesn't exactly fit with his kit that well, so alternative ideas are welcome. Trinity: Er, it exists? But honestly, Trinity should be focused on making sure allies don't get downed in the first place, or at least get downed for a minimal amount of time. I would have two ideas here. 1. Make Trinity's revives instant, period. Yeah, it might be a little strong on paper, but people shouldn't be getting downed so much that instant revives are actually game-changing. If anything, just make Trinity's revives 100-200% faster or something. 2. Have Trinity grant increasing DR as a player's health decreases, scaling from 0% at 100% HP, to like 50% at about 35-50% HP, which should feed into the idea that Trinity is the team medic and ensures that your idiot teammates don't need you in the first place to be revived. This does step on her 4's toes a bit, but her 4 should still have a place since it'll have better DR (75%), and can be used at any HP threshold. In the meanwhile, her 4's DR cap should just be 90%. We have so many other sources of 90% DR already, another one won't be much of a difference, and in the cases it does make a difference (namely frames with no damage mitigation at all), then it'll be Trinity playing her role as a team support anyway. Volt: By no means does Volt need a buff, but I still think the damage cap on his passive can be increased without much fear, since it's for one shot only. The cap could be increased to 5k, and if we really want to make Transistor Shield suddenly a meta augment, we can cap his passive at 10k+ since I'm pretty sure one Steel Path Grineer can reach that cap in about 3 bullets. Also I'm very biased in this case because I really want Transistor Shield to be as good as Shock Trooper in terms of damage boosting. If anything, we can it so that Volt's passive normally caps at 1k, but make it so the cap increases with Transistor Shield equipped. Wukong: As with Volt, Wukong is about the last frame who needs a buff, but I'm generally not a fan of limited use abilities, or in this case, passives. Instead of having a max of 3 revives per mission, I'm thinking Wukong should just have a 3-5 minute cooldown between revives. Although the cooldown might be long, Wukong is Wukong. That man should not need multiple revives back-to-back in quick succession with his 2 and 3 existing. Aaaand that's about every passive I think needs a change, on frames which I think I know enough about to speak on. As I stated, I'm no expert on every frame, so my ideas could be like, incredibly stupid, but any other ideas are welcome if any existing ideas are trash tier too.
  6. Honestly, this is probably the better way to "fix" Rage, without needing to remove the enemy speed buff. By forcing enemies into melee and speeding them up, Equinox's Day form could also be used as a pseudo-Speedva, and ultimately still results in a net debuff because melee enemies aren't that threatening, all things considered (not including Toxin eximus units, those things haunt me). Best part about this is the fact it still thematically fits, with Rage simply making enemies so incredibly angry that they lose common sense and resort to a much more brutal method of fighting (beating someone up with a stick) rather than using tactics and guns.
  7. TLDR: Make Equinox's 4 augment part of the ability by default, keep her 3 active when switching forms. Maybe remove the enemy speed buff on Rage. Equinox is a frame that is made of two halves: Day and Night. Her first ability is letting her swap between each side, while also giving buffs that are temporary, which implies to some degree you'll want to swap between both sides frequently to keep those buffs active. Furthermore, her kit being split between offensive and defensive support, while requiring a swap to access either, also implies that the game wants you to switch between Day and Night based on the situation. Is the team lacking the punch needed to take down enemies or is the team struggling to clear groups? Switch to Day to give abilities that extra punch and build up a wide-area nuke to clear the crowd. Is the team struggling to stay alive or is the team having issues protecting the objective? Switch to Night to make enemies weaker and to help rebuild shields with kills, with an extra of a crazy-high heal and shield rebuild in emergencies. Both situations pop up in the same mission, and considering the entirety of Equinox's kit, it's easy to assume DE wants us swapping between Equinox's two sides in order to adapt on the fly. So why in the world is Equinox actively punished for swapping between Day and Night? Her 4 loses all charge built up in one form unless she uses an augment. A whole mod slot, just to make it so Equinox can play like how she was meant to. Not to mention, her 3 uncasts upon switching forms too, and Equinox most certainly does not have quick casting times, though that can be fixed with Natural Talent. These two traits make it incredibly disadvantageous to play Equinox in a way which utilizes her whole kit, unless you waste a whole mod slot because you don't want to use only half of a frame's abilities (closer to like 60% because you're not touching 1 either). Equinox either sticks specifically to defensive support or offensive support in her current state, both roles are outdone by other frames that specialize in it. Citrine and Wisp rule the defensive support role (while also being top tier offensive supports as well), while Harrow, Rhino, Nidus, and more frames can easily boost allied damage numbers or help upkeep the team's spellcasting potential. Equinox is lackluster in both of her roles, which seems to have been mostly made up for the fact she accessed both roles. And her role as a nuker is simply overtaken by... Too many frames to count: Saryn, Mesa, Mag, Volt, etc. Equinox needs her 4 augment to be simply built into the ability by default so that she can naturally make full use of her whole kit at any time, and her 3 really needs to just stay active until deactivated as well, because at the current moment, Equinox's best builds are the ones which lock her into only one of her halves, which not only halves her potential, but simply defeats her whole concept as a whole. I want to use Equinox to her fullest, but I am punished for wanting to do so by being forced to use a mod slot, and I'm punished for trying without the mod slot by being forced to rebuild all of my charge in 4. So DE, please, for the love of God, just stick her 4 augment into her kit. Make her 3 not uncast upon switching, and maybe make it so Rage doesn't actively make enemies more dangerous while you guys are at it.
  8. I'm pretty sure the beams track you while firing, so it's actually pretty difficult to dodge anyway. If they want to lean into this aspect, make the beams either have worse tracking, or not track at all so you're rewarded for noticing a thrax beginning to fire, and dodging away in time.
  9. I've noticed that at times, Zephyr can still have her energy drained even if she is not actively channeling Tail Wind's hover, which prevents her from regenerating energy from sources such as Zenurik's Well Spring. I am not 100% sure what causes the bug, but I've only noticed it during Zariman missions, mainly right after I am attacked and magnetic proc'd by a Thrax Centurion's spinning attack while I am in Tail Wind. It does not seem to occur 100% of the time, but when it does, it's usually after I roll out of Tail Wind's hover. I do have Rolling Guard equipped, if that is relevant. My own theory why this bug is happening is either 1. simply due to rolling out of Tail Wind instead of cancelling it by reactivating the ability, which doesnt properly cancel the drain or 2. some really weird interaction between magnetic procs, Tail Wind, and rolling out of Tail Wind. It's most likely the first option, since that seems to make sense that not deactivating the ability doesnt well, deactivate it completely. This bug is fixed upon reactivating Tail Wind's hovering ability and cancelling it manually as far as I can tell.
  10. Please god make Duviri accessible as a normal open world experience (I have heard stuff about this not being possible because of how they coded the place, which only raises the issue of how in the world was Duviri made in a way that many players most likely would want to do in order to grind?) and either 1. make Tasoma Extract spawn way more and have a guaranteed spawn in each medium-large cave or 2. massively decrease the Tasoma requirement for its respective adaptors, its basically asking for 40 orokin cells for a single adaptor with how much of a pain it is currently to get. I wanted to be involved with the adaptors, especially for the Strun, but the fact that I can't easily farm Tasoma and even when I try to, I get pitiful amounts of it, I'm probably just outright giving up on getting either the Braton or Strun adaptors installed. Yes, I could buy a resource booster, I shouldn't need to buy a booster just so I can make grinding for a material slightly less soul-crushing. I have zero clue how in the world content creators grinded this stuff so fast. Please god make Duviri accessible as a normal open world experience (I have heard stuff about this not being possible because of how they coded the place, which only raises the issue of how in the world was Duviri made in a way that many players most likely would want to do in order to grind?) and either 1. make Tasoma Extract spawn way more and have a guaranteed spawn in each medium-large cave or 2. massively decrease the Tasoma requirement for its respective adaptors, its basically asking for 40 orokin cells for a single adaptor with how much of a pain it is currently to get. I wanted to be involved with the adaptors, especially for the Strun, but the fact that I can't easily farm Tasoma and even when I try to, I get pitiful amounts of it, I'm probably just outright giving up on getting either the Braton or Strun adaptors installed. Yes, I could buy a resource booster, I shouldn't need to buy a booster just so I can make grinding for a material slightly less soul-crushing. I have zero clue how in the world content creators grinded this stuff so fast.
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