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Sulferon

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Posts posted by Sulferon

  1. 2 часа назад, sunderthefirmament сказал:

    While I do agree that buffs in general are a confusing and frustrating mess in many cases, it’s inaccurate to lift up Renewal as a buff done right. 
     

    The invisible circle system is hilariously user-hostile. It’s invisible. People can’t see where to go to get it if they missed the initial cast. This isn’t a problem in cramped tile exterminates with an Oberon in the lead.  It becomes a problem on open world maps or other large tiles. It’s also a problem when the Oberon loads in late, or has that glitch happen where you can’t skip the landing cutscene. 
     

    I’m in favor of reworking a lot of older buff abilities and frames. It’s annoying when you can’t recast them to refresh duration. It’s annoying when there’s no thought to the buff beyond “always have this on.”  It’s annoying when a frame has to spend more time managing and recasting buffs than actually fighting (Harrow, Trinity, and Gara are the worst offenders, despite all being powerful).  So I support the sentiment behind this post.  But I can’t pretend Renewal is right way to go  

     

    A big QOL feature I would like to see more of are refresh conditions like with Voruna’s 3, Gyre’s 3, and Valkyr’s augmented 2. 

    I'm taking into consideration the coding that would had to be done. As much as I can at least. Renewal's way is the best we have something already done, copying it would be easier than making something new.

    I agree with you, however. Buff application could and should be revised as a whole,

    • Like 1
  2. 11 часов назад, (PSN)iuvenilis сказал:

    Unless renewal has been changed, which is possible, it used to work such that when Oberon activates renewal, it creates a completely invisible circle on the ground which the squad has to walk through to get the buff. If you lose the buff for any reason, you then have to go find the completely invisible circle again to regain the buff. So for missions where you're not camping, that would usually mean Oberon had to turn it off (meaning everyone loses the buff) and then reactive it so everyone can now find the new invisible circle to get the buff again.

    It has its pros and cons.

    It still works like that, but no one actually has to pay attention to it, because it's fire-and-forget. In any mission you will, at some point, pass by your teammates and most buffs have a decent range. You don't have to

    11 часов назад, (PSN)iuvenilis сказал:

    find the new invisible circle to get the buff again.

    Compared to other buffs it has no cons.

  3. Apparently Exodia Force gives Combo for every enemy hit... AND THE STANCE IN-COMBO SLAMS DON'T?! 

    Which means Zaws can invalidate entire classes of melee weapons. My dusty Zaw machete, after this revelation and 10 seconds of modding, invalidates 90% of my arsenal - counting guns.

  4. 1 час назад, GilgaMelchi сказал:

    When Mirage puts Sleight of Hand on a console, the console explodes and deters the enemy when they approach and try to use it.

    If they use the console and lock doors, that's just regular behavior, not Mirage's fault.

    No. It does not knock them off.

    2 часа назад, xXDragonGodXx сказал:

    You sure? Cause if an alarm is sounded then the enemies will sometimes lock a door until the alarm is taken care of by the player.

    It's a survival mission, they can't lock doors normally on these.

    • Like 1
  5. All buffs should spread to allies and stay with them, just like Oberon's Renewal and it's hallow armor do.

    There is no reason for buffing teammates to be an annoying chore, or a chore at all, for that matter.

    The team should not miss out on buffs just because the buffmate can't be bothered to commit that chore. Neither should the buffmate be forced to repeatedly chase down their own teammates to share the buff.

    • Like 2
  6. 28 минут назад, Salenstormwing сказал:

    Toxic could work where 1 Toxic Proc would cause a smaller DoT, but as you stack them, you're basically overwhelming the target's defenses.

    It would have to have a cap, then. And then it would suffer from the same problem Gas does.

    But the idea is solid, I could suggest that additional Toxin procs would renew the timer of every other. Still an infinite scale, but a linear one. The precentage of damage converted in the DoT is up to devs to balance.

    And the trade-off of using Toxin over Viral and Corrosive is still present, with a few particular exceptions.

  7. 16 часов назад, CrownOfShadows сказал:

    I think the main reason magnetic isn't useful is because it's sole purpose is to destroy shields, and another status effect, toxin, completely bypasses shields altogether therefore making it rather obsolete. No other status completely invalidates another one like this. If toxin didn't bypass shields, magnetic would suddenly become extremely important vs corpus.

    True. But then again, it begs the question: What Toxin should do instead?

  8. 10 часов назад, quxier сказал:

    With Magnetic with Void bubble power it would make some people annoyed (e.g. cannot headshot).

    Scourge bubble, that I mentioned, attracts bullets only to the head. 

    10 часов назад, quxier сказал:

    So people would take of their Viral (Cold + Toxin) to make Magnetic (Cold + Electricity). Then join it with Gas? Yeah, that wouldn't change fact that people don't want to use Magnetic (in general use).

    So you prefer to not have a choice in status and are completely fine with Viral and Slash dominating every build? The choice is a balance tactic, the choice being: Use Viral and Slash/Fire like always OR count on consistent headshots and Slash/Fire/Toxin/Gas, which can do much more damage per tic with the right setup. Also Gas has is AOE.

    There are multiple ways to get Viral, as well as the fact, that you don't have to put the same status on you other weapons.

    Not to mention the attraction bubble would make bullets with punchthrough hit the head multiple times.

  9. 2 часа назад, Tyreaus сказал:

    This is half of it. But it misses the other half: guns and gun arcanes / stacking mods.

    This suggestion fixes that half, though. It allows us to go from guns to melee without suffering damage loss, as we no longer lose combo counter stacks. However, the same doesn't apply to the inverse. If we muck around with melee, even if we use Dexterity, we may lose out on galvanized mod stacks.

    The result ends up maintaining a focus on ranged weapons. Using ranged weapons means we can maintain combo counter and weapon arcanes / galvanized mods.

    1 час назад, (PSN)Sentiel сказал:

    Tenet melee weapons freeze their combo counter while holstered. This should be a default feature for all melee weapons.

    This should also be expanded to other weapon specific buffs and sniper combo.

     

    I very much agree.

    While commitment is a part of what makes a playstyle unique, halting buff timers (like Double Tap is halted on Latron incarnation btw) would not take away the commitment, only pause it while you commit to another weapon.

    I now think it is a better suggestion than mine was.

    • Like 1
  10. Hybrid melee-firearm gameplay, despite being a distinctive feature of Warframe for the longest time, currently is lost.

    Melee or hybrid gameplay requires commitment and has a very narrow build variety in general.

    The core of the problem is the Combo counter and complete lack of range of most melees.

    The counter constantly runs out. It is hard and disadvantageous to sustain the counter when most stronger firearms and damage focused abilities do wide AOE damage, in most cases requiring no setup and are the better way to kill anyhow. Hell, the counter can't even be seen while a gun is out!

    I know, getting another rework on melee is a commitment as well and is very dangerous in this pasta factory of a game, but I assure you - the solution I want to propose is surface level in terms of both coding and gameplay, which is: Combo counter reset timer is renewed/combo points gained with gun damage/kill; the counter is always visible. Slam radii scaling with weapons' actual damage would greatly help with the range (coverage is a better term but whatever) disadvantage, if not solve it outright.

    And fix stance slam radii not giving combo points already!!! And remove wallrun stike, it only exists to flip over players unaware of it's existence.

    • Like 3
  11. Autoblock is bad, there's no debate. It's uncomfortable, uncontrollable, ineffective. Doing combos with aim button is pain now when it reduce DPI because it's what aim for.

    Why not make a button for block and an option to use block with aim button when melee drawn, like with the fire button now? And make autoblock work only on bashes because it somtimes slowing everything just making people hover extra time, it's unnoing.

    This changes will make life of melee-mains, bladeslingers, paladins and all other classes/subclasses of melee users easier and so much more comfortable!

    • Like 1
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