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Everything posted by PsiWarp

  1. Do they do a second damage instance when you pull them back? That way Heat status from Catalyze on enemies will amp up retracting Catalyze's damage.
  2. This is Yvywn (pronounced: Yvonne), the bewitching, mistress of the coven. Stats are WIP. Passive - Mana Flux Spellcraft - 25 energy Betwixt - 50 energy Cauldron - 75 energy Hex - 100 energy Feedback and suggestions welcome~ thanks for reading!
  3. I wouldn't mind if they booped it up to 20~25 seconds, since you need at least 1 enemy in range to benefit from the DR anyway, give you a bit more time to find em' before you have to recast.
  4. Not sure what magical cure can reverse the rapid cellular mutations that the Infestation forces onto its poor victims. You might as well take a sample of the host's original unaltered DNA and clone him/her, use Transference or Kuva to transfer their consciousness into that untainted body. Alad V was a special case because he developed the Mutalist Strain and had kept his intelligence and sense-of-self relatively intact, from the slow corruption of his flesh by an Infestation strain (which are likely made of nanites) designed to reconstitute inorganics and machinery.
  5. I'd be fine with default Absorb allowing slow floaty movement with a dodge for some distance + able to cast her other powers. Assimilate's niche is then therefore allowing weapon attacks at the cost of explosion radius.
  6. Yareli feels fun, that much has been established for those of us who appreciate the mobility and run-and-slash playstyle on her fishboard. Outside of that, she doesn't have any exceptional niche you'd want to bring to a squad. Off the board, she is a generic frame that has potential to shine but continues to go unrealized, because basic stat changes are all that is brought to the table. Delve deeper into unique gameplay mechanics for the next batch of changes if there is one coming, is all I ask.
  7. She's slower, Meru's speed was nerfed comparied to Bondi and other built K-Drives for better control indoors.
  8. Post away. They are busy with New War which means before that is done there aren't any plans to do frame reworks. Remembering the time before Helminth was introduced in Deimos, DE said that it isn't and won't be used as an excuse to not rework frames in the future.
  9. Worth testing if ability CC works on them now or not for preciously useless powers (e.g. The Lost: Deny lift vs. Battalyst/Conculyst).
  10. She feels more fun after the changes, but largely because the dash in essence is re-enabling dodge roll while you're on a K-Drive. She's a frame that takes away important options to remind you what you're taking for granted.
  11. Honestly I think Erra is Ballas' puppet in his bid to usurp the Sentients' hierarchy by manipulating Natah. He even gets a new form from what we've seen at Tennocon. Don' be afraid. You'll either join me or be destroyed swiftly in my new empire.
  12. Revenant was a Warframe nicknamed Warden before he fell into the Eidolon waters and had Eidolon spectral energy infused into him, wearing his body like a "mask". We don't actually know if he was made with Sentient parts as a unique Warframe model. Caliban is supposedly made of partially Sentient parts fused into a Warframe. The speculation is that either Erra or Ballas will perfect the Amalgamation process in The New War to convert captured denizens of Sol into Sentient hybrids, with Warframe/Sentient hybrids as their latest success.
  13. Hone-in speed buff is good. Being able to tell at a glance where the globules are is good too. Sea Snares, however, really should phase through walls to reach their targets. As well, in their armed trap idling state, Sea Snares suffer from a short detection radius, leaving bubbles that hover in the air above the ground essentially unusable. They also have a tendency to splash into the same target, a behavior which wastes an opportunity to snare multiple targets. Consider some proposed changes below to make this power not invalid itself after Yareli casts it: Sea Snares globules are affected by gravity and will drift back to the ground if idling. When a Sea Snare splashes onto an enemy, it applies its snare effect to all enemies around it within a small radius (the current 3.5 meters should be sufficient). Sea Snares' detection radius is made affected by Ability Range. These changes also side-buff Riptide and Sea Snares interaction. A single bubble splashing into an enemy being drawn into Riptide's center can cascade and chain the snare effect to potentially multiple enemies caught inside. Where Riptide is meant to be a quick one-and-done cast, Sea Snares is designed to last a good while. Let the snares do their intended job and excel at it, reach new heights of usefulness when combo-ed with Yareli's other abilities.
  14. It's a roll/backflip/side dodge made into a dash for a K-Drive. Seems like it is a horizontal movement only, whereas a Bullet Jump lets you adjust the angle with the reticle.
  15. Thanks @Enderman20! A well-kitted out set of powers is what I too am hoping for Caliban. Being as adaptable as the Sentients is key in his design here. @(XBOX)Br0kenSnipez123 the laser pillars seem like a distinct power of the Eidolons rather than the normal Sentients. But I wouldn't mind seeing a lightshow from Caliban either. @Elite_Albino Thanks! And you're right. The core flight state is just that, a Cloud Walker without the heal or stun to quickly reposition for maximum explosive effect. Can't really think of what to add just yet, any suggestions? Edited main post to clarify about the Adaptation mod on Caliban and teammates.
  16. If they can improve the line of sight code to not interpret body-behind-body as breaking sight.
  17. Just to voice an echo, she's in need of something extra, as in alternate functionality, not just more of a number of existing stats. Her kit is too plain. It works, but doesn't excel. There's no doubling down on her K-Drive movement and maneuvers to create a unique set of skills that differentiates from regular built K-Drives, next to no status effects, no inter-kit synergies aside from casting animations while moving (which is an innate feature for many Waframes with one-handed/upper-body animations). I don't want to say she's lazily put together because clearly the team has put in the work and effort to make her shine. But she sure feels like it in this current state.
  18. All decent additions, in their realm of effect. I'm gonna wait for the update to launch and review the bugfixes for her because she is currently riddled with them. Maybe after the fixes we can hope to see more advanced mechanical changes to her kit, rather than basic stats.
  19. Fun fact, Shock Mote hits through walls, you and your companion can shock up to 10 different enemies at a time once in range. Multiply that by the number of squadmates and their pets and you can stand in line of sight all day long taking next to no damage. Also, you're Wisp. Jump and cast, you're invisible.
  20. Welp, forum burial for this thread imminent, hope DE has all the feedback they need to do something soon tm.
  21. I see Wukongs everywhere like I saw Rhinos everywhere once upon a time. As long as their Wuclones leave some enemies for me to kill, I don't mind them being my squadmates. Leechers I can't stand however. Limbos, it depens on what the player does in mission.
  22. 去裝備武器庫並取下流血龍鑰匙(bleeding dragon key)。
  23. Short and sweet suggestions: Sea Snares - globs now pass through walls, keep going to their target's location even if it died on the way (hone into new target if in range), headshots deal radial Cold damage and proc Aquablades - 50% crit chance (affected by Critical Flow passive), 2.0x crit multiplier, each hit chips away 3% armor permanently and affected by Strength. Riptide - damage per tick now applies Cold status procs. Draws in Sea Snares globules and renews their duration to full, dispersing them in a ring around the burst. Draws in Yareli's Aquablades if in suction range to hit enemies around/inside the water cyclone, then returns them to her.
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