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(XBOX)Ampathetiic

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Posts posted by (XBOX)Ampathetiic

  1. So far I've only tried Paris and Braton. They're definitely very strong, and I recommend them to anyone who can get them. I'm getting the sense that Incarnon weapons are generally going to be the best in slot for every weapon type they can possibly occupy, which is annoying. However, I have a hard time seeing them be disruptive like AoE weapons were, so I'll probably be fine with Incarnon weapons until we start getting content that is balanced around them.

    For the acquisition method, I'm torn. I think the idea of one or two weapons per week is fine, but waiting for the rotation to cycle back around seems annoying. I'd prefer if we just got an Incarnon Genesis, even just one per week, that we could apply to any of the available weapons.

    • Like 2
  2. I'm of the opinion that Helminth cysts should just be removed from the game. They're ugly, their functionality is time-gated, and they serve no purpose beyond creating a singular companion. You should just get the option to inject your kubrow egg with some regular infested resources (nano spores, mutagen samples, etc), and doing so hatches a Helminth Charger.

  3. A remake of the entire game is a bit ambitious at this stage. Warframe is still decently popular, so from a developer's perspective, there's no good reason yet in such a dramatic shift from what has worked for 10 years. Perhaps in a few years when Warframe is basically dead, the world can be revived with a remake, but it'd otherwise be better to steadily rework existing content in order to polish the game overall. 

  4. 16 hours ago, rhoenix said:

    The world of Warframe is a visual, auditory, and gameplay feast - but it doesn't have a coherent story.

    Super agree. Eternalism feels like a plot device that is used to sidestep answering questions. It's space magic that messes with the flow of the story, and I hate it. Here's hoping DE at least uses it to let us visit the Orokin empire in its prime (ha).

    • Like 3
  5. 3 minutes ago, Nazuud said:

    I never thought of turning Vex Armor into a channeled ability, it's interesting. I might steal this and give it my own twist if you don't mind :)

    For toxin, not sure if 20hp/s by itself will be good without any other effect. Since your idea of toxin is health recovery how about making it a life steal instead and making it scale with strength?

    I do not mind if people rip any of my ideas, nor do I care for credit. As long as a good rework happens, we all win.

    The hp/s is intended to be pretty weak, since Chroma already has access to good defensive options. You're likely using Toxin for the offensive buffs to reload speed, so the heal is more of a tool that lets Chroma heal when he needs it. If you want a more competent heal, you can double up on Toxin wards using Effigy for 40hp/s. That's equal to Oberon's Renewal, more healing than Wisp's mote, and gets higher with strength.

    • Like 1
  6. Here is my take on a Chroma rework:

    Spoiler

    General Changes:

    Health increased to 125 for prime.

    Passive:

    In addition to a second jump, Chroma gains 100% reduced gravity during aim glide.

     

    Spectral Scream:

    Spectral Scream becomes an exalted “weapon” that replaces Chroma’s primary weapon while active. Chroma will only spew breath and consume energy when holding the fire key.

    Energy consumption increased to 10/s.

    Increased fire rate to 8.00.

    Beam width increased.

    Cycling elements while Spectral Scream is active will automatically swap Spectral Scream’s element.

    Afterburn (Spectral Scream augment):

    Projectile is now larger and heavier, with an added AoE hit that deals 100% Afterburn damage in 5m (affected by range) with 70% falloff.

    Status chance now increases by +10% additive status chance for each second Spectral Scream is active, up to 1000% status chance (10 guaranteed status procs).

    Maximum damage increased to 2500.

    Maximum damage affected by Strength.

     

    Elemental Ward:

    Can be reactivated while active.

    Effect radius increased to 18m (matching Vex Armor).

    Cold: Armor replaced with fixed 30% damage reduction. (Damage reflection is unchanged)

    Toxin: Holster damage buff replaced with a 20hp/s heal.

     

    Vex Armor:

    Duration replaced with 2 energy/s drain.

    Vexing Retaliation (Vex Armor augment)

    Vex Armor will save Chroma’s selected element on cast.

    While active, taking damage will trigger an elemental pulse in a 5m radius (range) that deals 200 damage (str) with a 200% status chance (str).

    If Chroma’s shields are broken, elemental pulses gain 2x damage and status chance. 

    Elemental pulses have a 3s cooldown. 

     

    Effigy:

    Drain replaced with 35s duration and 75 initial energy cost.

    Effigy will copy an active instance of Chroma’s Vex Armor and Elemental Ward on cast. These buffs will remain on Effigy until Effigy expires.

    Effigy’s breath attack receives the same fire rate and width changes that Spectral Scream got.

    My goals were as follows:

    • Remove boring "egg-timer" gameplay.
    • Empower Chroma's buffing ability dramatically.
    • Improve the dragon power fantasy.
    • Add incentives for building range and efficiency.
    • Make Chroma feel strong (a strong rework is better received than a weak one).

    Let me know what you think.

    • Like 1
  7. I imagine the issue comes with there being a choice between Operator and Drifter that's supposed to be cosmetic. Changing the gameplay between the two would lead to more complications in balancing them, and would make a lot of people annoyed when they need to decide between cosmetics and gameplay. It's better to just keep the Operator and Drifter as cosmetic choices and let those who want Drifter melee simply use their Warframe to melee things.

  8. DE names frames after characters in stories quite often. We have Titania, Oberon, Grendel, Caliban, and probably others I'm not cultured enough to know about. From what I can read (and correct me if I'm wrong. I'm not finnish), it seems Kullervo is a character who gets mistreated throughout his entire life. The Kullervo Warframe is apparently about betrayal, so it seems fitting.

    • Like 5
  9. With the release of Duviri, we are now able to use Overguard on our Warframes (and Drifter) through the use of a decree. Hopefully with the framework in place, this gets expanded to new and old effects, particularly on things that are available in the Origin System. I'm really glad to see this get implemented, 

  10.  

    Huge number crunch:

    Spoiler
    • The maximum and minimum values of player health, player damage, enemy health, and enemy damage become much, much closer.
    • Reduce the effects of everything that increases or reduces incoming/outgoing damage. Some effects get removed.
    • Make level scaling much less ridiculous.

    Remove +damage mods and rework multishot:

    Spoiler
    • Weapon damage should come from the base weapon, not mods.
    • Mods should affect criticals, statuses/dmg types, weapon handling, and misc effects.
    • Multishot should be reworked such that it is optional, and only suited towards particular builds, rather than being strictly beneficial on everything.
    • The idea is that no mod is the best choice on every build, and every mod has a place.

    Rework damage types and statuses:

    Spoiler
    • Damage type mods no longer increase damage, but instead change a weapon's damage composition. 
    • Damage type mods can be combined and uncombined in the arsenal.
    • IPS is not needed to increase the amount of IPS on a weapon (you can add impact to Ignis, for example).
    • Rework the IPS composition on a ton of weapons (mostly removing one or two damage types).
    • Status effects are capped by damage composition. You can have 4 different damage types, but each effect can only apply a few procs on an enemy. Alternatively, you can spec into a single damage type, and apply maximum stacks of that damage type.
    • Every status effect is capped at 10 stacks.
    • Enemy resistances affect status output, not damage taken. A normal enemy can take a maximum of 10 procs, but an enemy that is weak to a damage type can take 12 stacks, whereas a resistant enemy will take 8. For each level of resistance/weakness, that cap goes up or down by 2, up to 5 levels of resistance/weakness.
    • Rework and adjust each status effect to be balanced and useful (I cba to go into more detail).

    Buff, nerf, and rework every item in the game until it conforms!

    Obviously these are just my ideas; I recognize nothing here would ever be implemented because it'd be a mountain of work. This is more of a creative writing exercise than an actual suggestion.

  11. 12 minutes ago, SneakyErvin said:

    I just hope Duviri marks the end of big experiments. Lets just flesh out what we have now, no need for more systems.

    Railjack, Mech, Operator, Archwing, Warframe and now Drifter. Those are enough, just add to them a bit here and there as new content is released.

    Little do you know, Tennocon 2023 will be the unveiling of the brand new Warframe settlement building gameplay! Create your own towns and manage resident needs! Defend your settlements against grineer assaults!

    Coming in 2024... or 2025... in December... of the following year. 

    • Like 2
  12. Bugs aside (and man, they are some frustrating bugs this time around), Duviri has been enjoyable. I do think the Circuit really missed an opportunity to have varied tiles and game modes based on Duviri's mood state, as the same void tiles get old fast, but nothing is perfect I suppose. Hopefully the release of this update will finally give DE a chance to work on smaller updates that improve existing parts of the game, but that's probably wishful thinking.

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