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(XBOX)Ampathetiic

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Posts posted by (XBOX)Ampathetiic

  1. 15 minutes ago, Numerikuu said:

    Agreed there, which is why it would be nice if his passive was changed to reflect that. Have his weapons deal more damage to enemies trapped/primed by his abilities perhaps.

    That'd be a copy of Vauban's passive. I think Tentacle Swarm needs the same type of damage linking feature that Undertow has (see below), although that feature should probably be buffed.

    Spoiler
    • Allied players can shoot into Undertow to contribute 50% of their total damage from weapons and abilities, distributed evenly to all submerged enemies.

    For Hydroid's passive: Assuming that spawning a tentacle on slam isn't ever going to be useful, I could see Hydroid getting some kind of effect tied to pickups; maybe a heal or weapon buff. It'd be a pretty unique effect condition that ties into Hydroid's roots as a plundering pirate.

  2. 46 minutes ago, L3512 said:

    So your idea of balance is to just buff everything out the arse like DE have been doing? The only nerf in all of that was Wukong and the ammo changes while at the same time it is now easier to full strip armour we have weapons with 2000% modifiers.

    Most games are going to buff more than they nerf. Communities react poorly to nerfs, and favorably to buffs, so of course developers avoid nerfs when possible. Furthermore, balance changes are usually based on popularity, and popular items that deserve nerfs are going to be a minority by definition, so of course we see more buffs than nerfs.

    46 minutes ago, L3512 said:

    Some people on the forums actually think DE are moving towards a game rebalance to reign in powercreep when in reality DE are sailing full-steam towards a relentless amount of powercreep no matter what sort of hole they are digging themselves into.

    I'm not sure where you get that idea. Most people I see here either don't want balance, or are entirely pessimistic about DE actually balancing anything. I'm also not sure why you think power creep is going to increase substantially, but predict what you want.

    • Like 2
  3. 1 hour ago, L3512 said:

    Anyone that thinks DE is remotely concerned about any sort of balance that is deeper than skin level has not been keeping up with the last year.

    It was the new team that introduced Incarnon weapons, Archon shards and a heap of new options for power strength.

    We had Veilbreaker, which was a substantial balance pass. The starters got buffed. Grendel and Yareli got buffed. We got the augment balance pass. Duviri is coming with incarnon adaptors for old weapons (that's a buff). Saying DE isn't concerned with balance is willful ignorance. They get some balancing changes in where they can, but they keep occupying their time with overambitious projects like Duviri (or side projects that get shown on devstream only to be forgotten).

    • Like 5
  4. 1 hour ago, PublikDomain said:

    How do you view "power creep" and the topic of player power VS game challenge?
    [DE]Pablo: We have always embraced the power fantasy and the fun that comes from being godlike while fighting mere mortals!
    The one downside of this, is that it's near impossible to make truly challenging content when Warframes can easily be immortal and deal ludicrous amounts of damage. Those two objectives are at odds with each other, and for us the fun comes from the power fantasy, so that is our guiding principle.

    GIF by SkySlope

    • Like 8
  5. 57 minutes ago, Joezone619 said:

    At that rate, isn't the ability basically the same only with slowness added for 15 more seconds? Why even change it at all, players would just recast it.

    15 total seconds for each effect over the full 30 second duration, not 15 consecutive seconds of Stasis followed by 15 consecutive seconds of slowness. The enemies are constantly shifting between being paused and unpaused every 0.5 seconds, causing them to move in small bursts. That's why the OP compares it to stop motion animation. It's like if Red Light, Green Light was an ability.

    • Like 4
  6. 19 minutes ago, Joezone619 said:

    With duration this small, your looking generous maximum estimate of 3-5s with max duration. As it is described, this would render Stasis (quantum fracture) useless, that cold damage would have to be absurdly strong for it to be useful IMO and even then, just buff cataclysm and bring back cataclysm spam. Don't get me wrong, it seems interesting, but with how long limbo's casting animations typically are, the ability would be over by the time you could move again.

    I think you're reading this the wrong way. Stasis turns on as normal, except the duration is 30s at base. The enemies are paused for 0.5 seconds every 1 second, leaving 0.5 seconds where they aren't paused. Since the duration is buffed up to 30 seconds, that's 15 seconds of enemies being paused, and 15 seconds of enemies moving, a 50/50 split.  With the augment, the ratio becomes 1.5 to 0.5, so enemies are paused for 75% of Stasis' duration, and unpaused for the remaining 25%.

    There's also no cold damage. Just a cold proc as a visual indicator and minor slow between pauses. The damaging portion comes from the augment, which is 20% of damage and 100% of status procs being shared across all rift bound enemies. That is absurdly strong.

    5 hours ago, Azamagon said:

    Aaaaand that was my take on a Limbo Rework / Revisit. All in all, this means he would no longer be able to cheese enemies as hard with Stasis, but he has been compensated with a teamfriendly overhaul to the Rift and his kit, a bunch more tankiness and a lot more attack power in basicly all of his skills.

    Overall, do you say Yay or Nay to this?

    I say Yay. I like the idea of Limbo being a powerhouse with some set up, and I like the synergy in this kit. With this rework, I would actually be happy to see a Limbo on my team, and I might be that Limbo more often than now. There might be some number tweaks needed, but the concept is pretty good. 

    • Like 4
  7. 49 minutes ago, (PSN)c1234567890alvi said:

    He wants a lot of shield for his passive. But his shield is gone in an instant in any content above Level 100 and above (and nobody cares how he fares below that, because you only get him with Veilbreaker). Shield Gating would be good, if he hadn't such a high base shield to begin with and his 3's shield regen sometimes bugs out. So his survivability is lackluster and what little survivability he has clashes with his passive's purpose. 

    Honestly, the passive having low numbers and working like a mod makes it pretty underwhelming, so it's not worth caring about. At 3000 shields (good luck maintaining that at high level), you're getting a 150% bonus (max rank Point Strike), but only if you use a speargun. On everything else, you're only getting half of that bonus, which isn't very impressive, even on weapons with high base crit chance (about an extra 20% on a weapon with 30% base). It's basically the same problem that Excalibur and Mesa have with their passives.

    He can survive decently well in SP if you try really hard with an Adaptation/Aegis build, but he's just not cut out for the current meta with how shields work. However, if high shields ever became viable, Styanax is in a position to be a really good frame.

  8. 27 minutes ago, (PSN)Joylesstuna said:

    The community thought they would never be able to fix bing chilling and DE has given us a bs excuse for the SE caps. I'm just saying you can't exactly trust what DE says.

    If you think DE is lying, prove it. There's no point in pretending something is possible just because the devs said it isn't possible. If you have some insight into data storage technology, feel free to share.

  9. 25 minutes ago, (PSN)Joylesstuna said:

    Wild y'all defending DE for not implementing a basic and highly requested paid addition. 

    The devs are saying they can't do it because of technology restraints. Unless you can prove that's not true, there's no reason to assume that DE can add it. Believe me, I use the maximum number of loadout slots to their fullest extent, and I want DE to give me more, but if they can't do it, they can't do it.

  10. I know nothing about data storage or anything like this, but I would easily sacrifice every Archwing/Vehicle loadout I have just to be able to keep a loadout for every frame + 1 free loadout I can mess with. I hope DE figures out a way to pander to people like me, but I'll differ to anyone with expertise, so if DE says it's actually impossible, I'll believe that unless proven otherwise.

  11. 10 minutes ago, (XBOX)DragonMan 2700 said:

    I got it, the passive for Xaku should be the ability duration version of Protea's passive, what you think?

    Maybe. I don't want to talk too much about Xaku in this thread, since this is a Hydroid thread. I think your Hydroid rework is solid. I don't think it's enough to make Hydroid good, but I don't have any problems with it besides what I've said about the passive.

    My ideal Hydroid rework would include making Undertow a trap that you could jump in and out of while it gathers and drowns enemies passively. That'd be the core change, where everything else would get changes that make them stronger and synergize with Undertow. That said, I believe Hydroid would be fine if he just got a lot of number buffs and consistency changes.

    • Like 1
  12. 1 hour ago, (XBOX)DragonMan 2700 said:

    Also, some Warframe's share ability effects so why not passive?

    Sharing ability effects is fine, and it's impossible given how many frames there are, but there should be differences in how those effects are presented, so that every ability, even boring passives, feels unique. For example, Garuda's Blood Altar and Trinity's Well of Life are very similar abilities, but they have differences that make each ability feel unique (Blood Altar has no target cap and is more offensive, while Well of Life provides better healing and status immunity).

    1 hour ago, (XBOX)DragonMan 2700 said:

    I gave the condition originally to make it more unique and standout/stand on its own in comparison to other frames.

    And I think your original passive is good the way it is. I might buff the effect's evasion or duration, but otherwise it's good.

    1 hour ago, (XBOX)DragonMan 2700 said:

    Well, perhaps this isn't the same thing, but Nyx's passive came first and was one of my inspiration for Hydroid.

    Good point. I forgot about Nyx's passive, and now that you mention it, either Nyx or Xaku should change. I'd lean towards Xaku getting a new passive, since their passive gets assimilated into their 4, which they're incentivized to always keep active. Maybe some stat bonus for each ability active at one time, since they have so many abilities and a way to keep them all active longer.

    • Like 1
  13. 50 minutes ago, KIREEK said:

    You'll have to forgive the 3 posts before this one, those users know litle to nothing.

    Why they do this?
    it's a sad and cringe behavior and like all sad things the last thing they want is to be alone, so they need some sort of validation from players like yourself, the goal isn't to inform you, it's to make them feel better about themselves, they do not care about you.
    They were likely informed by their clanmates, friends or even other sources (some of them unreliable) and it's easier to missguide you than to admit they were lied to, but this is their problem and there is nothing you can do to fix it.

    You can accept what they tell if you want, it will most certainly make them happy, a pat on the back and validation on a social platform is what they want, but just like them being cringe is a fact, next time it will be you.

    What happened?

    Can i have a TLDR?

    DE was fed up with users reporting and harassing sellers and/or buyers, some users took pleasure in clogging up the system with fake/false tickets or reports ingame because they tought it was "a scam" to sell a bp and contantly harassed users who "begged" for one, we are talking about dozens of these situations every single day, some users were the target for nearly 2k of these reports (excluding support tickets), imagine sitting down to check the reports  to see if an action needs to be done and having to dismiss dozens of them on a daily basis, while having to warn or suspend the users who did said harassment or fake tickets

    Nobody here said KIREEK was scamming people. There's no need to get defensive.

    Also insulting slightconfuzzled's act of heroism is heresy.

    • Like 3
  14. 5 minutes ago, Zabyr said:

    I said that I did not like them - externally and according to their abilities. Weak - no. Boring and not beautiful - yes

    Cool. Invert those two answers, and you have a lot of people's opinions on Hydroid (myself included). Hydroid can be fun, and he's a badass pirate sea monster dude, but he's weak.

    • Like 2
  15. 2 hours ago, Zabyr said:

    I understand that you might just not like Hydroid as much as I don't like Wisp and Xaku, but I won't let you lie about Hydroid.

    Would you say that Wisp or Xaku are weak? Or would you just say that you don't like them? If you're able to make that distinction, there's no reason why other people can't (if you can't make that distinction, then you're dishonest). I might grant you that some people are simply following the trend of "Hydroid bad" because they don't like him, but that's not sufficient in disputing anyone who backs up their claim that Hydroid is bad.

    • Like 3
  16. 5 minutes ago, Pizzarugi said:

    These suggestions fly in the face of the entire reason DE added Overguard in the first place: To curb AoE and CC shenanigans. By allowing CC frame abilities to strip Overguard, the whole reason that mechanic was implemented mind you, you're effectively making the mechanic a non-issue.

    Are there interactions with Overguard that feel weird? Yes, particularly how Limbo can get shot at while banished yet can't do the same to the eximus. However, that's not a reason to subtly suggest DE do away with the mechanic entirely.

    Overguard was added because CC frames could passively lock down entire maps, which made the newly reworked eximus enemies kind of hard to notice. Adding ways of stripping Overguard are fine so long as they don't bring back that issue. For every frame I listed, the only truly passive one is Bastille, which is done so quite slowly. Removing Overguard with active abilities is no different from just shooting it off.

    • Like 2
  17. Overguard is a layer of anti-crowd control protection most commonly found on Eximus units. The main purpose of Overguard is to prevent passive play from frames that heavily focus on crowd control, such as Limbo or Vauban, and it mostly does a good job at this. While Overguard has had many problematic interactions with certain abilities, I'm not here to talk about that. Instead, I want to expand the ways players have of interacting with Overguard, both in removing it and using it themselves. More specifically, I want to focus on giving crowd control frames ways of removing Overguard that promote more active play.

    Below are some ideas I have for bringing Overguard interactions to certain abilities. Let me know if anything needs tuning: 

    Anti-Overguard effects:

    Spoiler

    Banshee

    • Sonic Boom: Sonic Boom will strip 75% of enemy Overguard (affected by power strength).

    Caliban

    • Fusion Strike: Enemies inside the Fusion Strike area will be stripped of all Overguard.

    Hydroid

    • Tempest Barrage: Each Tempest Barrage projectile will strip 50% of enemy Overguard. (affected by power strength)

    Inaros

    • Devour: Devour will bypass Overguard entirely, allowing the enemy to be stunned, pulled, and devoured. Additionally, devouring a target will drain 5% of enemy Overguard with every tick. (not affected by power strength)
    • Scarab Swarm: Enemies affected by Scarab Swarm will lose 15% of their Overguard every second. (not affected by power strength)

    Limbo

    • Banish: Using Banish on an enemy will clear all Overguard from them.

    Nyx

    • Mind Control: Mind Control will bypass Overguard, allowing the enemy to be converted.

    Revenant

    • Enthrall: Enthrall will bypass Overguard, and Enthralled enemies can convert enemies with Overguard.

    Rhino

    • Rhino Charge: Charging through an enemy will strip 50% of their Overguard. (affected by power strength)

    Vauban

    • Photon Strike: Photon Strike will strip 100% of Overguard. (not affected by strength)
    • Bastille: Enemies inside a containment field will lose 5% of their Overguard every second. (affected by power strength)

    Overguard on a Warframe works very much like a large shield pool, providing some protection and one-shot prevention. However, Overguard differs from shields by having less generous gating, in exchange for immunity to crowd control effects. Here are the specifics:

    Spoiler

    How Overguard works on a Warframe: 

    • Overguard is limited to 100% of a frame's modded maximum health + shields, and is affected by damage reduction effects, such as Adaptation.
      • Maximum Overguard health cannot be lowered beyond a frame's base health and shield values. Sorry, corrupted key users.
      • Sources of maximum health outside of mods will not affect maximum Overguard health.
    • Overguard is still neutral to all damage types, save for a 50% weakness to void damage.
    • Overguard can not lose more than 50% of its total health in a single hit, with a 0.5s gating period when damage is capped in this way. 
    • Having any amount of Overguard will provide full immunity to knockdown, stagger, confusion, blinds, and any ragdoll/lifted effects. Additionally, cold procs will be half as effective against warframes that have any amount of Overguard.

    Finally, here are the planned sources of Warframe overguard:

    Spoiler

    Inaros

    • Devour: For every 5% of enemy Overguard drained, Inaros will receive 2.5% of his Maximum Overguard.
    • Scarab Swarm: For every 15% of enemy Overguard drained, Inaros will receive 7.5% of his Maximum Overguard.

    Styanax

    • Rally Point: For every enemy killed by Final Stand while Rally Point is active, Styanax and his allies will generate 15% of their maximum Overguard.

    Vauban

    • Bastille: For every % of enemy overguard drained by a containment field, Vauban will gain an equal % of his maximum Overguard if he is standing within the containment field.

     

     

    • Like 2
  18. 1 minute ago, (PSN)Madurai-Prime said:

    The "I played for 12 years and need something to do" players? 

    The "my feelings get hurt when I can't have whatever I want" players? 

    The "look at all the math I did, that means I deserve whatever I want" players? 

    No, I don't agree with them.

    That doesn't sound like you have an opinion on an issue. That sounds like you're letting your opinions be dictated by the people you don't like, which I'm assuming isn't what you're trying to convey. Surely we can agree that "I disagree with X because the people who agree with X are bad" is a bad argument.

    • Like 2
  19. 33 minutes ago, 3mptylord said:

    Just to sate my curiosity, would you care to give an example? I want to know if I've overlooked something or we just have a different idea of what'd be a good direction for the game. 😅

    Other than boring balance or technical concerns, my main issue with the Warframe augments and Eternalism shards (those were the parts I got to reading first) comes from what I believe an augment should be. I look at augments as mods that give an ability extra power in the form of a new effect. I believe that this definition is good because it keeps augments simple, optional, and flexible. In the interest of maintaining this definition, I don't like the idea of augments that completely overhaul abilities, and I don't like the idea of anything akin to an augment slot. For those more dramatic augments, I'd prefer if they were just new abilities for a particular frame designed with those abilities in mind.

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