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Tyroki

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Posts posted by Tyroki

  1. ... Go in to a mission with radiation, just to deal with the stalker?
    Most of us (hi, don't have super, fully forma'd gear) are too busy switching up to actually face the faction we're meant to be dealing with.

     

    The Stalker is utter bullS#&$. I play with a group of people quite regularly, and we just can't deal with him. 

    He's a revive @#&*(.

  2. Defense gets old if spammed non-stop.

    There needs to be more challenging content, simple as that. Difficulties is one way to make earlier plants more replayable and challenging, while new planets keeps there being more things to do at a higher level.

  3. I've noticed this on numerous defense missions against the infested.

    Quite often the visual disappears, but the weak spot remains. So, while I can't see the red spot anymore, the damage dealt to that place is still Sonar's buffed amount until the time runs out, as Sonar is still in effect.

    I'm not entirely sure what causes it, as it keeps just simply happening, but it happens A LOT when you Sonic Quake after using sonar. It still happens often, even if you don't use quake.

     

    This is annoying as heck. If you didn't see the red spot (for example, because you're shooting another ancient), you have to waste more energy just to get a new spot and hope it doesn't disappear again.

  4. Damn. I was kinda hoping this thread would catch some actual discussion.

    I mean, many of us know that skills fall behind weapons and just don't scale in to higher level play.

     

    I honestly think that allowing skills to be customised via mods could fix that issue. Sure it could add more mods to the loot tables, but greater customisation is worth that right?

  5. This is actually a serious thread, not a joke or trolling.

     

    I'm legitimately trying to work out how to make skills, especially damaging skills, more useful, and try to keep them in line with weapons at the higher levels.

  6. And in case anyone was wondering, this is actually a serious thread.

     

    Trying to work out ideas to make the ancients more interesting, and spreading the disruptors overall power around a bit.

  7. Last I checked I've put about 44 hours total into this game and have loved every minute of it. And... I'm not spectacularly skilled. But I'm learning how to handle Ancient Disruptors. So if a not-quite-so-skilled player such as myself can handle a few disruptors, I don't think anything about them needs to be nerfed.

     

    I wouldn't say nerfed persay. Rather, power moved.

  8. That would be interesting. Especially if they feed the shields and energy drained in to surrounding infested. A perpetual power up at the cost of the player. Evil, but at least you have a chance to stop it.

    Drain over time. Love it!

  9. Think they should change so you can move again after you choose claim/battle. But give you the posobility to reconsider your choise so you would be able to go from battle to claim if the rest of your group claims. e.g. a minimiseable window or something like that.

     

    ^^^This

  10. I have a few ideas to make them more interesting.

     

    Firstly, I would like to start by saying that ancients should be less common, but always come with a sizeable horde of enemies. Ancients should be tanky support for their swarm, in my opinion. If ancients come as a group with a major horde, they can really assist each other.

     

    With that said, lets get on with this.

     

    Toxic Ancients: Right now they're okay, but quite easy to deal with. Give them the ability to infuse nearby infested with toxicity, giving them all mini toxic auras akin to the ancient itself. While the ancient is alive, it will continue to periodically infuse it's allies. Focusing the toxic ancient would be any groups first priority.

     

    Disruptor Ancients: As they are right now, these are just downright ugly. While they don't do much for a gun user, any caster hit by these is screwed and has to resort to guns. As such, right now, they just aren't any fun. Instead, I propose that disruptors take half your shields and half your energy. The energy taken is transfered to nearby infested as a boost of some variety, and they are given your shields as either shield or temporary extra health. Basically, they weaken the player to improve the horde.

     

    Alternative Disruptor Ancients: I've seen suggested here on the forums that disruptors only disable the players skills for a duration. This is also viable. In this case, the disruptor needs something else going for it.

     

    Healer Ancients: Healers... just don't do anything really. I propose that they be allowed to grant nearby infested a Heal over Time, and a buff, turning these otherwise meh ancients in to "KILL IT! KILL IT NOW!" enemies.

     

    Alone with their hordes, these would be upgraded to be fairly difficult. However, when they come together for any reason (Hi defense missions), the ancients act like commanders, directing and strengthening the infested hordes.

     

    If you guys have any other potential ideas for the ancients, feel free to post and discuss.

  11. Okay, so as we all know, eventually Guns > Skills in terms of damage.

    There is currently no way around that which can remain balanced, as skills are extremely linear right now. To make your skills last a little longer, you need to turn yourself in to a piece of paper and eventually you will fall off, relying almost entirely on guns. The only skills which last at that point are utility skills.

     

    I would like to propose something here. I didn't see it in the forums already, and it's probably been suggested a few times before. Another thread won't hurt if there are others, it just shows the idea may have merit.

     

    In another thread, I suggested that skills be made a secondary system still attached to the warframe mod pool. That system would allow skills to be increased in level with a slider.

    However, I no longer think such a system would be viable. No matter what, the skills would all still fall off, being completely overtaken by guns.

     

    Thus, for damage skills, I would like to propose this:

    They be treated as any other weapon.

     

    Like sentinels, they would get their own little button to take you to a screen showing all of the skills. Here, skills would have their own mod slots. While they would likely not have many, it would allow damage skills to be modified as weapons do, allowing them to stay viable. This could be limited only to damage skills, or be extended to all skills.

     

    Ability mods as they exist now would not drop. Instead, mods to slot in to abilities would drop. This would allow DE to tailor new mods for abilities, allowing a greater degree of customisation, and allowing mods to stay viable alongside guns.

     

    I would also like to suggest an energy regen mod limited to any warframe with the Caster descriptor, allowing caster frames to be exactly as they say they are: Casters. Sure, a caster can use guns, but sometimes a player just wants to spam their skills. The less limitations on this style of play, the better, as it opens the game up to more players who enjoy certain things.

     

    The current Caster warframes, especially ones whose skills are almost entirely damage oriented, would be able to keep up with the likes of those who rely solely on guns.

     

    Mods could be made to allow certain elemental skills to be somewhat more viable against factions that are not automatically weak against their element, or even strong/immune, ala small percentages.

     

    Simply put: It would allow abilities to work as weapons do, in their own different and interesting ways.

     

    Addition: Mods such as focus, streamline, etc could easily remain as warframe mods for the sake of balancing warframes mod point usage, or changed to be skill mods.

     

    Addition 2: Mods could be made for skills, potentially giving them extra components, or allowing them to function somewhat differently. Regardless, there are many potential possibilities.

     

    Edit: TLDR, make skills similar to how sentinels work, and allow them to be modded. This way they can compete with weapons for better scaling with the rest of the game.

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