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RoboticApplesWithLasers

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Posts posted by RoboticApplesWithLasers

  1.           Volt's my favorite frame.  I farmed for his parts in survival missions when I first started the game since Valkyr had just been released and he was no longer available from J3 Golem. I have a majority of my play time as Volt.  I really, really like this frame.  He's caught the communities eye recently so I thought I'd pitch my ideas about what should be changed about him.  These aren't little changes that will make him more useful for specific events.  These are over-arching, big changes I want to see.  I'll divide this post into two segments: First is core-kit changes, second is augment additions.

     

    Core Kit Changes

    • Passive-Volt's passive is a bit meh.  I say that because I don't think about it much.  It has the potential to be an interesting mechanic, but because of it's strange condition of running around between doing high damage attacks,  I think it just benefits certain weapons like bows more than it impacts how I think about the game.  I'd change it like this:
      • This ability now charges based off of damage dealt
      • The charge increases via percentage from 0%-200%  The cap for this should increase with power strength mods.
      • Charge is released into Volt's four abilities, each takes the energy in different ways
        • Shock- Damage is increased by up to 2x(additive)  (casting below 100% does not hurt you.  For example, Shock does 200 damage, casting at 0% has this effect, casting at 200% would deal 600 damage + the extra damage from mods.  A new maxed-out shock would do 200 damge+446 from strength mods+400 from the passive bonus.)
        • Speed- Duration increased by up to 2x(additive)
        • Shield- Duration Increased by up to 2x(additive)
        • Overload- Duration Increased by up to 2x(Multiplicative)

     

    • Shock- Overall, I've never wanted anything more out of shock,  I think if I were to change something to make it better it would be to tie the duration of the stun to the damage dealt by the ability. 
      • An Enemy that takes +50% more damage from shock will be stunned 50% longer.  Dealing more damage with shock will also increase this stun.  

     

    • Speed- Speed's always been a good ability,  I like the backflip to toggle out, that's a nice touch.  Keep it the same

     

    • Electric Shield-  I think this one's good the way it was back in the day, but using it as a riot shield isn't really that fun
      • Remove energy drain from holding a riot shield
      • Remove movement speed penalty from holding the riot shield
      • Only one shield can be cast at a time
      • recasting with a riot shield resets the duration

     

    • Discharge- This is going to be where I make most of my changes.  I don't like this ability much, It's super complex and all, but maybe it's a bit much for me to really understand the full mechanics.  The recent changes that focus damage around the epicenter are fine, it will encourage team play and running straight into riskier situations.  Makes it more offensive.
      • Renamed to Overload
      • 8-meter vertical range (4 meters up, 4 down)
      • Duration-range Like nova's M-prime
        • For the first 20% of the duration, Overload will expand rapidly, the remaining 80% of the duration it will remain static and deal damage equally across all enemies in the area of effect
        • he only starts damaging enemies after the ability is set in place.
      • The duration increase from his new passive will also help to increase his range.
      • His current augment is default part of the ability, Overload will always lead to over-shields,  That's this ability's primary use, it should just be rolled into his kit.

    New Augments

    His new augments will be more focused on dramatically changing his abilities, while still staying true to the ability's primary use.

    • Destabilizing Shock- Enemies hit will be molecularly primed and slowed.  This causes his passive to increase shock's range rather than the duration
    • Shocking Speed- This is a current augment that lets him do damage by running near things, It's pretty neat.  If Volt uses is with his passive, the bonus goes to power strength instead of duration
    • Oversized Shield- Makes the shield un-carryable, but allows it to scale off power range. Use with the passive will give the bonus to power range.  This will give us some very big shields.
    • Overloaded Capacity- Casting overload with this augment will cause it to drain all of Volt's energy in exchange for bonuses to damage dealt and duration. 
      • If Volt casts overload with 800 energy, It lasts 4x as long and deals 4x as much damage.
      • After the cast, Volt is also drained of all shields, and can not regain energy for several seconds.

     

    But that's just what I would do.  I use Volt a certain way and I feel like DE's taking him in a strange direction. The things they add don't really help me have any more fun while playing him and that's what balancing a frame is supposed to do.

  2. Just now, Tricky5hift said:

    I feel like Eidolon hunting is the kind of endgame Warframe should be working towards.

    Big, Dark Souls-like bossfights that keeps things intense.

    The only major thing they need to improve upon are rewards.

    Oh there's that thing they showed in the dev stream too! Dark Sectors II could be fun if they balance it right.

  3. 1 minute ago, WhiteMarker said:

    Then you would have to play the exact frames to deal with the weaknesses. Would be no difference to the current system.

    I think he means a system where you need to have a large variety of frames and because of the variety of targets, you can never perfectly optimize your team.  That way you could get that feeling of "I'm underprepared but I'ma do my best" you get when stalker shows up while you have freshly baked gear on.  I've never really gotten that feeling in a multiplayer setting in this game, but I would love to have a challenge I had previously mastered be shown to me in a new light By my old strategies having unintended side effects.

  4. A few flaws

    1. Nidus: he operates by trying to use his first ability on living targets as much as possible

    2. Swapped into melee: can't easily switch back to a gun while your melee is out

    3. Spectacle fighters aren't for everyone.  I'm serious: some people love DMC, Bayonetta, Nier.  Those games try to reward the player for looking call and 'mastering' their mechanics.  Loads of people like em, but they aren't for everybody.  The closest game I can think to that genre would be Black Desert.  

    4.  You go into mid-air kills later on in your post and those aren't half as easy to do in Warframe compared to a spectacle fighter made for it.

    5. Hard to implement: This would at it's most basic require a new script to run for every player in a mission.  In order to make it fun it would take a significant redesign of the combat engine.

    6. Limits playstyle:  I know you're thinking that by forcing people to change up their play style you're making the game more fun and more diverse, but in reality, you're just forcing everyone to try and play in the same ultra-intensive hyperactive way.  Right now- without using a cheese strat there is plenty I can do to have fun in a diverse setting.  Speed volt with a melee,  Nidus doing a nidus, spamming hydroid's 1 and 4.  The way of playing that this sort of system promotes is mentally taxing in a game like Warframe.  It's stressful, and even in the games it exists in, it's optional.  Single player games offer these as score multipliers, ways to boost your ego.  You play through specially designed encounters where the amount of extra resource you may get is balanced to both average players who don't quite understand the combat system, and spectacle fighter pros can both play through a complete single-player experience.  In Warfame you're offering extreme bonuses to those who can keep up or enjoy this style of play; while leaving the rest of the player base in the dust.  I'm not saying press 4 to win isn't a problem, but I don't think the core gameplay loop needs to change.

  5. From what I've heard is with the new changes she can kill lvl 100 trash mobs, so maybe she ain't that bad.  Just different.  About switching out to Equinox or Octavia...   Why not just bring a gun and shoot the enemies?  It's not ember fast, but it's still effective. Bring a soma and you won't even go through one clip in a low-level exterm.

  6. 32 minutes ago, BloodKitten said:

    you do realize its about 5-8 hours to midnight in DE time zone right? (i dont have the timezone map but i guess based on the US general time zone)

    It's 7pm in London Ontario right now.  Considering they haven't delayed it officially we'll probably get word by 9. I imagine by now most of the staff that isn't working specifically on this update has gone home.

  7. Most of my play time is split between volt and his prime, I run a QTR build on him and sue speed for extra melee DPS.  It's not the most optimal but it's gotten me through just about everything in the game, albeit some exceptions. (things that require guns, things that can one-shot me)

    That build works decent enough, but in low-level missions, it can get a bit boring, if enemies can't get through my shields, then rage won't trigger and I won't be able to use any abilities for a hot minute.

  8. 6 minutes ago, xXRampantXx said:

    Isn't kind of the idea of this kind of skin though?

    ehh, in most cases the deluxe skin carries unique aspects from the frame- mag's glossy helmet, trinity's lobster skirt, Ember's Mohawk, Rhino's Horn, Excalibur and Nyx are old models from Dark Sector.  Oberon has his horns and hooves,  Ash has his ponytail and fat arms,  Banshee has her short skirt, and Loki has his hammerhead.  This just doesn't look anything like Volt.  It looks like Ash or the operator.

     

    If I had to say volt had identifiable traits they would be

    His coat-tail, his butt-battery,  his high heels, his cod-piece, and his arm rings.  The skin doesn't really carry over any of them and it gives him new traits that resemble other frames far more than him.

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