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ImWithDerp

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  1. Given that Mirage's kit feels a bit plain, I'd love something like that light pillar idea which would make playing her more interesting, especially if her other abilities could interact with them!
  2. I guess if some further scaling is needed for his 4, there could be a counter that accumulates a % of the health of nearby irradiated enemies, which is consumed by his 4 to add the stored damage to it? That would let his 4 scale as long as we don't spam it exclusively and do other stuff while it builds up.
  3. I hope not but its hard to know what alternatives would be reasonably achievable with the current engine. That said, if we want to keep the lighting based gimmick (which is a separate argument altogether), I'd love to Eclipse to give it gives 50% of each buff in neutral lighting instead of nothing at all. Or if changing its gimmick is on the table, then it could be based of something like our current shield percent (max shields give the full damage buff but no defense buff, half shields give 50% of both buffs, no shields give the full defense buff but no damage buff).
  4. Yep, and nothing in the patch notes so I really hope this change is unintended
  5. (Needless to say, everything below is IMO) Been grinding Void Armageddon missions lately for Hespar. This mission type has neat potential (not only Void Armageddon itself but future missions which could follow a similar 'tower defense'-esque structure), but 3 main issues stand out for me: Simultaneous distant defense targets Turret expiry Round length Simultaneous distant defense targets: We are currently directed to defend one target at a time, but other targets far away can still come under attack. Even if we buy extra turrets before moving to a different target, it doesn't feel great to be that far away from the action (and the turrets aren't that reliable anyway). In a group we can also leave someone behind in case this happens, but that doesn't seem particularly fun for them. It'd feel better if either: Only the target we are directed to defend is vulnerable, all others are invulnerable, or There is some form of quick transport between vulnerable targets Which could work out something like: As long as both exo dampeners are alive, the relic drive is invulnerable, and either: Only our current target exo dampener is vulnerable, the other becomes invulnerable, or Both exo dampeners are vulnerable, but there is some kind of shortcut between them When an exo dampener dies the relic drive becomes vulnerable Not sure if a shortcut between the surviving exo dampener and the relic drive is needed (could be an extra penalty for letting an exo dampener die, and the distance from one exo dampener to the relic drive isn't as long as the distance between both exo dampeners anyway), but I'd enjoy it regardless Or if this is intended and turrets are supposed to be how we protect distant targets, then see "turret expiry" below for issues with the turrets themselves, and also it would be nice to have more feedback on how our turrets are doing to see how our decisions are playing out. Not sure how this could be done without cluttering the UI too much, though. Turret expiry: Instead of turrets expiring and also needing to wait for a turret to expire before it can be replaced, I'd heavily prefer if turrets didn't expire by themselves (unless we chose to swap/scrap them), but instead required upgrades to keep up with harder and harder waves (closer to how towers work in 'normal' tower defense games). This might also save some busywork as we can be more selective about upgrading specific turrets vs. repeatedly replacing all the turrets we want. Turrets no longer have a timer before they despawn Placed turrets can be interacted with, bringing up a menu that lets us upgrade/swap/scrap them Unsure if offering different types of upgrades would be overkill, or it'd be better to go with one simple upgrade level that scales the turret in a way that keeps up with the current enemy level Round length: Void Armageddon rounds feel longer than they should be. General endless mission sweet spot for me is no more than 5 mins per round (plus a bit of time for things like choosing to extract/stay or choosing relics), but Void Armageddon rounds take noticeably longer. Perhaps cut down the number of waves from 3 normal + 1 angel to 2 normal + 1 angel, then adjust the length of 2 normal waves until the time is closer to (or slightly under) 5 mins per round?
  6. On one hand I miss our old Void Dash, on the other hand I'd love a more controllable form of aerial mobility. How about something like this? Instead of both bullet jumping and double jumping being replaced with Void Sling in operator mode, we can choose to assign separate movement abilities to each of them Movement abilities we can choose from include the following, each with a distinct advantage: Void Dash, best speed and fair efficiency, but is the trickiest to use since we cannot control its range Void Sling (with a buff to its energy efficiency), best efficiency, balanced speed and ease of control Void Flight, a new option with the easiest control, but must either sacrifice efficiency for speed or vice versa We defy gravity and can move forward/back/sideways relative to our camera pitch/yaw as long as the jump button is held and we have energy left Each use starts off slow but energy efficient, so it can be used in short bursts for efficient close range maneuvering The longer we maintain it, the faster but less energy efficient it gets, so we can dump a lot of energy to cross a large distance in a short time Focus nodes that currently apply to Void Sling (e.g. Chained Sling, Protective Sling, Far Sling) also apply to Void Dash and Void Flight (since Void Flight doesn't have a maximum distance per se, Far Sling improves its efficiency instead)
  7. They used to have plans to make Necramechs available in all modes, meaning an extra one would have a better chance of enriching general gameplay. They might have abandoned those plans due to collision issues with existing tilesets, but I'd love to be able to use them despite the remaining collision issues since we can pop out of them in troublesome spots anyway. EDIT: (Plus I'm on an Armored Core high and would love some of that stompy-stompy-skatey-skatey action in Warframe :D)
  8. There are parts of Valkyr's kit that are pretty outdated. Since we've had a successful combo-focused Warframe (Kullervo), and comboing plays into Valkyr's berserker theme, how about giving Valkyr some combo bonuses too in her own style? Passive: Unlike Kullervo's heavy attack bonuses which encourage frequent heavy attacks, Valkyr's bonuses encourage retaining combo most of the time then spending it occasionally for emergency burst damage. Gains X crit/status chance per combo multiplier for all weapon attacks Spending combo grants much higher crit/status chance per combo spent, lasting for a few seconds, but then her passive is disabled for a few seconds after that "Spending combo" includes non-Tennokai heavy attacks and alternative spenders like Secondary Outburst Also keep her current passive effects (no hard landings, faster knockdown recovery) for flavor Ripline: Gains a new niche as an opener which helps to quickly build combo. Also some QoL improvements. Grants a combo gain rate buff with a short initial duration, but the duration is refreshed on melee hit Hopefully this would encourage Valkyr to use Ripline to pull herself/enemies into melee range without requiring her to spam it too much to maintain the buff Improved control over whether Valkyr pulls herself or tries to pull the target toward her, there are several ways this could be done: Casting while airborne always pulls Valkyr to a surface/enemy, casting while grounded always tries to pull an enemy to Valkyr Casting without aiming always pulls Valkyr to a surface/enemy casting while aiming always tries to pull an enemy to Valkyr, or vice versa Tap to pull Valkyr to a surface/enemy, hold to pull an enemy to Valkyr, or vice versa Edit - could also use improved base casting speed Edit - also control of whether she pulls herself all the way to the target or releases early like she does now, maybe make her pull all the way by default but pressing jump/crouch makes her release early Augment allows the buff to be refreshed by ranged attacks too, and also causes ranged attacks to grant X combo points over the next few seconds (the reason for doing this instead of simply giving X combo points per shot is to even out combo gain between rapid fire/multishot guns and slow/single shot guns) Paralysis: A 'safe' choice might be to add AoE armor strip here, but I hope some more flavorful options can be considered. such as: Pause combo delay by X seconds per enemy in radius Multiply weapon damage by X% for X seconds per enemy in radius, Any status procs received by enemies in radius in the next X seconds (even ones immune to paralysis) are doubled (like how Archon Vitality doubles heat procs) Hysteria: General buffs to keep up with modern melee weapons and to benefit more from gaining combo. Buff stance multipliers to match modern stances Combo count is no longer lost on cast, it is carried over from Valkyr's equipped melee weapon Gains a chance for forced slash procs equal to her passive's current bonus status chance (so scaling with current combo multiplier and spiking after spending combo)
  9. I'm curious what Limbo players like most about his kit that they'd want to be retained through any sort of rework. Being able to control which enemies you fight? Mass CC? Being able to deal some damage while still remaining untouchable (using damage that can cross the Rift)? His entire kit as a whole? If nothing else, it should be possible to keep his gameplay unchanged for Limbo players themselves while no longer disrupting Limbo's allies (by making banishing enemies/allies purely beneficial to allies, even if Limbo himself still needs to be on the right plane to deal full damage). E.g. keep his entire kit the same, but allies interact with the Rift as follows: ally vs enemy on a different plane, ally deals normal damage to enemy and takes reduced damage from enemy ally in the rift vs enemy in the rift, ally deals increased damage to enemy and takes normal damage from enemy
  10. I feel an option like this would be a more accurate gauge of how 'built' a weapon/Warframe is than Forma count, especially with those that start with many of the polarities we want and therefore need less Forma to fully mod, or cases where we re-Forma a slot repeatedly to try out niche builds, Rivens, etc.
  11. Although they did make pressing jump cancel the auto-mantle animation into a double-jump, doing this can actually send you under a ledge you would otherwise be able to climb over due to how the start of the auto-mantle animation can abruptly push downwards from the height you touched the ledge at. +1 for making the animation more fluid! Especially when we already have upward momentum or are close enough to clearing a ledge that completely dropping down like that would logically be unnecessary.
  12. Even if auto-mantling needs to be kept for some reason, there's a lot of room for refinement. It feels like the auto-mantling animation abruptly halts your upward momentum and/or pushes you downward. In such cases (you either have some upward momentum or almost cleared the ledge) it would look a lot less awkward if we didn't drop down and hang for a moment at the start of the animation, skipping straight to pulling ourselves up.
  13. Added a bunch of extra ideas, like a selection of different Railjack orbital strike abilities and tactical menu functions
  14. Been trying to use him to help hold solo interception points, but he seems to stop firing his Grattler if I tell him to hold position. He still uses his grenade, and his brothers don't seem to have this issue. So far I've been able to reproduce this reliably by going into missions where a location is swarmed with enemies (interception, defense, survival, mobile defense) calling him in and telling him to hold position, then observing what he does.
  15. For these, maybe a portal to your Railjack could open up using the same technology used for things like Deimos void portals, and the orbital strike fired through it. It'd be nice way to actually see your Railjack in these missions too!
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