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(XBOX)Ampathetiic

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Posts posted by (XBOX)Ampathetiic

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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.

  9. I think the worst offender is probably Revenant, as his main survival skill (and arguably the entire reason you play him in the first place) makes it impossible to proc the passive to begin with. On top of that, the actual effect is pretty useless, only being decent against enemies that are so weak they wouldn't be able to break through Revenant's high shield capacity anyway.

    • Like 1
  10. 15 hours ago, CrownOfShadows said:

    For now I'll just detail the way this Aura set is supposed to work: they don't apply to the whole team, but only to someone with an aura in the set mod. They also don't stack - two United Ramparts provide no more benefit than one. The basic idea is that if you have a 3000 hp Grendel on your team and you both have an aura in this set and you have like 300hp, you'll average your collective health such that you will both end up with like 1-2k (didn't actually crunch the math - that's just the idea).

    I have 2 questions about these United mods:

    1. Do multiple team mates need the same United Aura mod equipped for the effect to trigger, or will the effect work as long as any United Aura is equipped? Basically, if I have Bulwark and my team mate has Portcullis, will we both gain the effects of both mods?

    2. For Rampart and Crenellation, are these pooled totals added to your total combo/health, or do they become the new total combo/health? So if I have max combo (220 hits) and I move into range of an ally who has no combo (0 hits), will I give them 110 combo from my pool to even us out or will they just gain combo at no cost to me?

  11. On 2022-10-05 at 3:08 PM, Grav_Starstrider said:

    Her Eclipse shouldn't rely on getting the maximum amount of darkness or light in order to get the most out of the ability, it should only be what gives her exclusively the one side's buff.

    It should be a balance, where completely neutral/middling/average lighting conditions give you half of each of the buff outcomes, so +100% damage and +37.5% DR, while going lighter or darker just decreases one and increases the other, so that the ability is never a waste to use.

    Eclipse could become a central theme/feature of her kit if instead of changing fluidly, if Eclipse locked you into whatever Light level you currently see on a UI indicator, maybe an icon like the existing Sun/Moon alignment elements.

     Bwml01I.gif

    And it'd be cool if we tied some tertiary lighting-based elements to her other abilities, like giving her 1, 3, and 4 some bonus blast damage in average lighting, but Heat in light and Cold in darkness. We're talking like, just 1 element proc and a bonus 50 damage of that element, not an enormous buff, more flavor than anything. So just casting them willy nilly without Eclipse active will have you at the whims of this rotating changing relative light level, making it random unless/until you hit Eclipse to lock in your light level. Re-clicking the Eclipse ability could toggle the light levels between being locked in and unlocked, in case people like doing random elements depending on where they're standing.

    This "bonus damage and status proc per light and shadow" added to all damage-dealing abilities effect could be turned into her passive if it'd make Eclipse waaay too wordy, and if it'd make Helminthing Eclipse away feel like too bad of a decision to have to make, and help the UI feel central to her whole kit instead of something tacked on exclusively for Eclipse's sake.

    This is basically what I would want, if given a no-holds-barred Mirage rework. Mirage's passive -while comfortable- isn't very useful, so having something new that scales with lighting would be a great way to create the type of UI indicator that Mirage really needs to make her gimmick work. That said, I imagine it would be pretty difficult to design that indicator with how often light levels fluctuate, so I'd settle for having the ability to create some reliable amount of light/darkness.

  12. Mirage's primary draw of using environmental lighting is a very interesting and appealing mechanic, but is almost impossible to utilize properly because Mirage has no way to control or even view the amount of light/shadow she is exposed to. If given that control, Mirage would be far more enjoyable to play.

    Additionally, Mirage's second ability, Sleight of Hand, is hard to utilize effectively: The booby trapping part of this ability is both situational and weak (only useful with the augment), whereas the jewels suffer from the same lack of lighting control that plagues Mirage's whole kit. Below are some of the changes I would suggest to give more control to Mirage players:

    • Give Mirage some way of seeing how much light/shadow she is standing in.
      • Give Mirage a new UI meter that displays how much light/shadow Mirage is exposed to.
      • Change Eclipse to reflect the actual buff players are getting, rather than displaying the maximum values for whichever buff is receiving greater effect.
    • Give Mirage some way of creating zones of light and darkness.
      • Give Sleight of Hand jewels an aura that is considered to be fully light or dark, depending on the jewel.
      • Give Prism a similar aura of maximum light.
    • Changes to Sleight of Hand to be better in general.
      • Tie the light/dark jewels to a tap/hold cast, rather than environmental lighting.
      • Give the jewels some method to re-arm after detonating, in order to keep them around for added use with the suggested aura function
      • Extra functionality to the light jewels detonation, whether it be a debuff or a damage multiplier.
    • Additional improvements across the kit:
      • Allow Hall of Mirrors to be refreshed while active, just like Eclipse.
      • Fix Eclipse's inability to reduce Toxin damage.
      • Speed up Prism's casting animation.
      • Include Eclipse's lighting intensity mechanics (buffs scaling with the amount of light/shadow) somewhere in Mirage's abilities section.
      • Include Prism's scaling damage multiplier somewhere in Mirage's abilities section.

     

    • Like 8
  13. 12 minutes ago, (PSN)Tazzilla88 said:

    Yes, I mean the feature wasn’t  added and it would be an appreciated feature. 

    Except that they're not responding to that requested feature; they're responding to this:

    On 2017-06-25 at 9:50 PM, Nyanilla said:

    U get no worth by selling your stuff for credits u should just not sell anything in your inventory for credits

  14. 4 minutes ago, (PSN)kaillict said:

    Read again, NEED. Ergo, your argument for other games being inferior because they have a smaller form of economy is moot.

    Where did I say that other games are inferior? I'm saying that a player economy makes it harder for this game to implement cross-play, which is something other games don't have to worry about. I never said cross-play is terrible and shouldn't happen; I just think OP is clueless if they think it's so easy to do.

    • Like 1
  15. 8 hours ago, (NSW)6and5 said:

    Why aren't the Corpus showing support for Pride Month? Can't they at least pretend to not be an amoral conglomerate of greed and suffering?

    I'd love to see the Corpus adopt a rainbow logo, throw it into their advertising, and do absolutely nothing else; it would be awfully appropriate.

    • Like 11
  16. 1 minute ago, cute_moth.npc said:

    The parkour boost was AoE before? I think it only affects her currently. It would not be unfair to say it's detrimental if it worked like Wisp and Volt though, because I feel like as a Titania player those two are actually measurably detrimental lol.

    As it is now, the boost only affects Titania, but it used to be the case that every time Titania bullet jumped, she'd leave behind these "trampolines" that boosted the parkour velocity of anyone bullet jumping from within them. I never had an issue with it, but I also saw fewer Titania then than I do now.

  17. 47 minutes ago, cute_moth.npc said:

    I feel like it's weird as a Titania player that people say her passive is detrimental. The healing isn't very strong but it's okay for Titania herself to heal up little missing bits of health she gets from flying through stuff and getting scratched, the parkour is great for carrying things when grounded and also for aerial form switching gameplay. I try to stack some extra parkour on top for Titania and it's nice to have a default boost to go with it.

    The person saying the passive was detrimental said so before the healing existed: It was just her bullet jump boosting AoE, which I guess is "detrimental" for the same reason people say Volt and Wisp's speed are?

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