Jump to content

Saltyboi777

PC Member
  • Posts

    17
  • Joined

  • Last visited

Everything posted by Saltyboi777

  1. It may be not flawed per se,but the point is his toolkit not feeling like a sentient. Investigating about it, I found that he was made by erra after the old war,and I´m pretty sure that by then,he would have made caliban to make up for the sentient scarcity by making it feel like a one man army,and not like just a warframe,that´s why I changed his abilities that much. Thanks for the idea though, I already made a change for lethal progeny to add a function so he could summon different sentients SENTIENT WRATH IS NOT RECASTABLE MID ABILITY? jesus,I understand now why nobody uses it as a subsumed ability Reason for that change in razor gyre is , like I said, to make it embrace more his sentient side I guess a rework could be better than a buff beacuse if it receives just a buff,it could be brought to a state where he cannot receive a balance change anymore without feeling its either too broken or too weak, or players would still blame he needs more attention
  2. you got me,I never played caliban, but that´s a point too. the fact that two abilities could be removed and would not hurt his core theme speaks for itself,he needs serious attention,and when he got it, I hope it feels like a sentient and not yet another power fantasy warrior because he was supposedly made by erra
  3. yeah,something like that,would be appreciated in case we ever commit that mistake
  4. shouldn´t exist a warning message to tell us that in doing so the forma would be wasted,so we have to confirm to do it?
  5. Caliban changes: Some they might say caliban is pretty strong with the lifting,the shield regen form his sentient minions and armor stripping from his 4,but the sad truth is that IT IS NOT STRONG, in fact, ever since his launch,his toolkit hasn´t taken the spotlight even for a brief moment,always at the bottom tiers,and in 2023,being literally the statistically least played warframe that doesn´t have a prime version yet (and the fact that qorvex almost was played more than him in the 18 days of 2023 it was available doesn´t help either,here is the truth https://www.warframe.com/es/2023stats). This is the yareli situation but exacerbated to a factor of the health of a level cap enemy, having a ridiculously tedious quest/farming and the reward is underwhelming,but even yareli has things going for it,and her quest became a bit easier in the recent updates,so, to try and save caliban to having a tier at the bottom having its name in it (like inaros before his rework) here are a list of changes that hopefully would put him in a better position and make his farming worth it: -Max energy slightly raised to 200 at max level -Passive change: Now his damage resistance is slightly reduced to 40% for allies (still 50% for caliban) but in compensation,it will stack with adaptation (adaptation showing up to 95% damage reduction).aditionally,the damage resistance will have a duration similar of the equipped adaptation mod (if no adaptation is equipped,then it will default to 10 seconds) and adding damage resistance in amounts equivalent of the mod -Razor Gyre replacement: Ability erased in its entirety.instead,taking its place, it will be a new one called Battalyst Wrath. A full on animation that will lift you into the air with a meditating pose while a crystal shell covers you. Once fully covered in the crystal,you will gain damage protection (similar to being inside of frost´s snow globe) and start shooting lasers with a sweeping pattern to any enemies nearby,dealing low damage but giving the enemy damage vulnerability each time the laser hits them,along with always hitting them for the damage they are most vulnerable to,with a chance to receiving a status proc of that element. Stat-wise, it would cost 25 energy to activate and an aditional 10 energy to mantain each second (affected by efficiency). It would retain the 10 meter item vacuum but only on energy orbs,thus, allowing you to pick and use them. The sentient crystal shell that covers you would have a base hp pool of 2000/3000/4000/5000 (scaling with strength) plus damage absorbed for 1/2/3/4 seconds upon activation, and will last for as long as the ability is maintained or its hp fully depletes. If the ability runs out for any reason,you gain 0,5 seconds of invulnerability to allow repositioning but if enemies break the shell,the ability will end prematurely with a small amount of knockback.the shell itself doesn´t have damage reduction, but it will be able to benefit from your passive damage reduction. A maximum of 4/5/6/7 enemies can be targeted at the same time by the lasers,and the lasers themselves would do the sweeping pattern in a 10 meter straight line,affected by scenery,but not LoS checkings,aimed 1 meter away from the enemy´s feet ,shoot once every second and damaging everything that is in the way of the laser,dealing 80/120/160/200 damage (scaling with strength) and adding 6/9/12/15% (scaling with strength) damage vulnerability upon hit,and a 30% chance to proc the corresponding status to the damage dealt.and finally,the lasers themselves would be able to track enemies in a 10/15/20/25 meters range (scales with range) and possess a 0,5 meter thickness. -Reflective Shell (new Battalyst Wrath augment) : with this augment,the protective layer provided by Battalyst Wrath will be able to deflect any attack dealt at it (enemies still damage it) as a proyectile,exploding in a 2 meter AoE and dealing damage equal to 50% of the instance of damage dealt by an ally and 100% of the damage dealt by an enemy (this augment won´t work while its absorbing damage from the initial invulnerability period) as the element that hit the proyectile,with 20% chance of status proccing (scales with strength) -Sentient Wrath: Also erased in its entirety.the reason why, is that it feels too much like a discount version of rhino stomp,plus the damage vulnerability aspect is already present in his 1. in its place,there will be the ability Sentient Transmutation.using 75 energy,(with stats consisting of 1,5 seconds casting , 12/14/17/20 seconds duration (scales with duration), shield/armor/health multipliers: 2/2,6/3,3/4x shield multiplier// 3,5/4/4,5/5x health multiplier // 1,7/2/2,2/2,5x armor multiplier (all scaling with strength)) caliban fully embraces his sentient essence,growing 50% of his size (but restricting him from doing advanced parkour maneuvers like bullet jump),acquiring a red version of eidolon step and shadow of war ephemeras that will override active ephemera and equipping a set of exalted weapons: -Armacor: A twin sentient flamethrower mounted in each shoulder,with a unique trait that consists in after the enemy getting 10 procs of status (only counts ones originated from the armacor itself) it will extract some of the enemy´s lifeforce to heal you for 2% of max hp. Stat wise,along with having common flamethrower properties like infinite body punch trough, it would have: 100 accuracy/30 meter range/25% crit chance/ 2,5x crit multiplier/ 16.00 fire rate/ 160 magazine that reloads itself/0,8 seconds recharge delay/40 bullets reloaded per second/alarming weapon/20% status chance/held trigger and 80 base damage (scales with strength) distributed in 40 heat damage/ 20 radiation damage/ 20 void damage. -Eidolax: A claw-like sword mounted on the wraists (classified as dual swords and being able to equip dual sword stances) with the trait that after doing a heavy attack with a x12 combo multiplier, it will get 60% void damage bonus and a 1,5 meters range increase for 25 seconds. The stats are as follows: 1,00 attack speed/35% crit chance/3x crit multiplier/ 2,5 meters range/ 30% status chance and 200 base damage (scales with strength) distributed evenly between puncture,slash and heat. -Eidolon Transmutation (new augment for Sentient Transmutation): slows down your movement speed by 33% and makes you grow 30% percent more, but in exchange, you will get an damage cap. No damage on your shields could exceed 50% max shields , and no hit on your health can exceed 24% max health . Each time you get into that threshold,you get a 0,5 second damage gate. Lethal Progeny rework: Instead of the summons having a level based on caliban rank multiplied by ability strength and giving them stat multipliers ,now it will just scan for the average enemy level in the mission (infinite scan range) and applying it to your summons, plus 6/9/12/15 extra levels (scaling with strength) (example: if average level is 200, and caliban has 300% power strength,then the conculysts will be set at level 260) (conculysts stats will match the level given to them) (with a minimum minion level of 30). On top on this, caliban will be able to rotate between 3 types of sentients to summon at will: conculysts, battalysts,and simbilysts. -Armored Progeny (new Lethal Progeny augment): With this augment,active friendly conculysts will receive 500 armor (scaling with strength) and be eligible to receive caliban´s passive damage reduction -Fusion strike rework: (replacing Sentient Wrath as both subsumed and tactical ability) Now costs 50 energy,but now instead of 3 beams converging and collapsing into an explosion that leaves a radioactive field, only the fallout field remains,every enemy that wander within the field receives a mark that shortly after, creates an explosion that damages enemies from below,stripping them of 50% of their armor and shields(scaling with strength) dealing 5/10/15/20% of their max health as blast damage,with a minimum damage of 800/1200/1600/2000 blast damage, with a 6/7/8/10 meter area while on land(on land,it can scale with range),and a 10x range multiplier while used by the railjack(multiplier not affected by any stat) ,lasting for 12/15/18/20 seconds (scaling with duration),and slowing enemies that are inside the field by 15/20/25/30% (scaling with strength) to a cap of 75% -Melting fallout (new Fusion Strike augment): Enemies that get outside the field will still be slowed down,for 50% of the duration of fusion strike,and if killed they will leave a lesser fallout field with the same properties but with 33% the current duration and range of the mayor field (only enemies that touched the mayor fallout field will leave a lesser one when killed) PD:FEEL FREE TO LEAVE ANY SUGESTIONS AND CONSTRUCTIVE CRITICIZING,IT WOULD GREATLY HELP ME IN DOING FUTURE SUGGESTIONS FOR FRAME/WEAPON CHANGES /REWORKS
  6. where´s your proposal to the trolliest thing limbo does? banishing their allies . that´s in need for a change. I´ve lost the count on how many times I was banished for like a minute and not being able to do anything
  7. I can relate to that,as an inaros main (that´s why I put effort in his build the second dante unbound arrived) , that these kinds of abilities are getting too old. but the other option would be replacing the ability in its entirety because although boring,it is at the verge of being broken. thanks to the augment,you can just use lycath´s hunt + equilibrium to stay permanently invulnerable or dispensary with archon shards to increase energy orb effectiveness or many other combinations,and even if you run out of energy,just use rolling guard and regen energy in that 3 second gap and repeat the cycle. A straight buff could set alarms and bring nerf hammer,we have to be more careful with even what we suggest,that´s why my suggested change doesn´t straight up let you recast absorb over and over without some detriment
  8. it´s just that I wasn´t able to think about other ways to improve her survivability while also maintaining her core theme. What would you suggest that absorb would give to make her tankier? the new version of the augment for mind control would already kinda do the same, plus ,basically making all enemies in a big radius,and without LoS checking,go num num and attack themselves instead of you would be fun,but extremely unfair at DE´s eyes. this rework is taking into consideration things that would probably get untouched,or even buffed. In doing so,they would have to give it an emergency nerf,and we all know what happened with the last emergency nerf pretty strong indeed,but it still could do better
  9. that´s understandable,but we have to take 3 things into consideration: 1-all the psychic bolts floating around from her 2nd plus her passive would strip away enemy defenses,meaning such a little change would feel more than enough,specially at higher levels 2- it´s DE that we´re talking about,anything that makes the game fun but could take the spotlight from future equipment releases will receive the nerf hammer 3- considering chaos would not make enemies helpless against you, a 5000% damage buff or more ,at any level,would probably make you have to rely on level cap strats to survive,and specially teammates would get obliterated,and we all know DE would never make chaos affected enemies don´t deal damage to you
  10. Here I did an effort to make justice for nyx . a rework/buff she really needs (becuase getting a combined 0.38% usage between the normal and the prime version troughout all of 2023 is a cry for help,image below) so it has a more modern and relevant playstyle while also trying to maintain the psychokinetic theme as untouched as possible: nyx usage stats for 2023 -First:a change for her passive,now when an enemy fails an attack because of the 20% lower accuracy against nyx,they will get fixated into attacking her,further lowering their accuracy by 10% each time they keep failing(if they hit you the counter doesn´t reset back to 20%). Once their accuracy debuff becomes 100% and do any attack,it will instead reset the counter but in doing so,releasing a single psychic bolt at point blank and a flurry of 3 at random directions that will strip 10% of all defenses. After a psychic bolt generated from this passive affected them, the accuracy permanently suffers 30% debuff and the chance of releasing psychic bolts ignores if the attack caused damage or not and is set at 50%. If the enemy has no defenses left to strip,the psychic bolt then will acquire infinite terrain punch trough and 100 meters travel lifetime and passing trough anything until it hits a damageable enemy or dissipates. -Mind control changes:now it lasts for 20/30/40/50 seconds (scalable with duration) and have a option to choose how many enemies you want to mind control,raising the maximum limit of mind controlled enemies to 4 and dividing the global duration of the ability between the amount of enemies controlled as well as reducing the time window for damage conversion by ,5 seconds for each enemy affected, until 2,5 seconds damage conversion duration. Mind controlled enemies that kill others with their friendly fire extends the duration of their mind control by 5 seconds (scalable with duration) up to the duration of the ability while having no extra enemies controlled -Mind freak augment change:changed name to Control freak. Lowered damage bonus to 400% at max rank. Allows the control of a fifth enemy (also dividing the initial ability duration) .using it will now keep the 4 seconds damage conversion duration even if you have 5 enemies controlled. -Psychic bolts replacement: a new ability,replacing psychic bolts, will be called Psychic meltdown.using 75 energy, nyx will launch an energy spark towards the enemy that´s the closest to the aiming reticle,causing a tremendous headache in it,so tremendous that leaves the enemy 50% more vulnerable to damage (scales with strength) and making it release 3/4/5/6 psychic bolts at random directions every 4 seconds while in a 10 meter radius (scalable with range) and every 5 seconds,it would be produced an energy blast from the lethally increased brain waves,with a massive flurry of 9/12/15/18 psychic bolts sent in a circle pattern and generated from the enemy´s head accompanied by a final energy blast,after the ability expires. This ability will last 8/12/16/20 seconds (scalable with duration) or ended prematurely if the enemy is killed, all psychic bolts generated will have infinite body and terrain punch trough,travelling for 20/23/26/30 meters, and strip 6/9/12/15% (scalable with strength) of all enemy defenses upon hit. Also,the energy blasts does 2/3/4/5% (scalable with strength) of enemy health as electric damage and after the ability expires,if the enemy is still alive,would get inflicted with 3 cold procs simulating a recovery of consciousness -Mind guardian augment (replaces pacifying bolts) : this augment will make all psychic bolts generated by psychic meltdown,instead of stripping defenses, generate special energy orbs where the bolts landed that when picked by any player,it will give them 400 (scalable with strength) overguard and clean status effects,and nullify any active enemy aggro on them for 1 second. Further pickups of orbs keep cleaning status effects, refreshes that 1 second aggro protection, and provide more overguard,up to a limit of 10000 for allies,and 15000 (shared max overguard with absorb) for nyx itself(all scalable with strength) -Chaos changes:largely untouched,but the difference being now enemies get 5% damage bonus every second while the ability is active (still can hit you though) -Chaos sphere augment changes: now the sphere will move alongside nyx,but reduced range to 15 meters -Absorb changes: on top of existing functionality,now it will also be able to move at 50% speed ,(taken from assimilate augment) the energy drained will change in that will still consume 7/6/5/4 energy per second, but after 8 seconds have passed, the energy drain will start to increment by 1, in 2 second intervals,up until consuming 35/30/25/20 energy per second,regardless of efficiency (efficiency will make it so that max energy drain is reached slower).absorb will now also get you overguard,given by converting a fixed 20% of absorbed damage into overguard (this would not affect damage,its only for calculation purposes) until a (shared with mind guardian augment and scalable with strength) limit of 15000 overguard is reached. When the ability ends by any reason,you get said stored overguard. Trying to recast the ability while having any overguard left,instead of creating an absorb bubble,will spend 100 energy to overload nyx´s mind and send a second psychic explosion that will do 20/30/40/50% of your remaining overguard as radiation damage,using it in the proccess and giving you 5 seconds-lasting 25% (scalable with strength) increased movement speed as a compensation for increased vulnerability. Both psychic explosions will have the same casting speed -Assimilate augment changes: on top of existing functionality,since she can move while using absorb regardless if it has this augment or not,assimilate,following the mind control theme,will change altering the secondary attack behaviour of the ability. Instead of giving overguard and the secondary attack at the end of it,it will give 5 seconds of invulnerability (hard capped at 5 seconds) + 50% movement speed (at the cost of not being able to attack in this state). Pressing the action button nearby a chosen objective will “assimilate” it,taking full control over all of his toolkit (weapons,special moves,eximus aura in case you assimilated an eximus without his overguard (eximus auras can benefit you and your teammates)) and heal it back to full (health/shields/armor and overguard if it spawned with one). Nyx itself cannot be damaged while her mind is fused with an enemy, and with the controlled enemy ,you can go as far as you want without prematurely ending the ability,even if you fall out of bounds. The enemy,while having its mind fused with nyx, will draw aggro from all nearby enemies ,and the duration itself of this assimilation will last for 15 seconds (scaling with duration) and when it expires,nyx will return to normal,but the enemy will remain in a mind controlled state for 3 seconds (also scales with duration) to avoid situations where the ability runs out too close to nyx and then the enemy could spawnkill you. -Singularity augment would get untouched since its good as it is - Zen state (new absorb augment): the meditation nyx does while using absorb will let her break her limits, recovering some of absorb´s lost functionality in the proccess. Said functionality consists on 3 precepts: -cocoon precept: the overguard that is taken into account as damage for absorb´s secondary psychic explosion will no longer consume your overguard, but instead,will put the ability on a 5 second cooldown,showed by a energy aura resembling a cocoon that will slowly close and cover nyx´s body until it can be casted again (in that case,the energy aura disappears) -berserk precept: nyx enters an enraged state,ignoring any self-preservation instincts. All of absorb´s attacks get a 50% power strength boost and a 25% casting speed,but it will not grant you any overguard after leaving absorb´s bubble (for that situation,there would still appear a icon in the buff section indicating the amount of damage you would do if you have got overguard,meaning with berserk precept,it will always do max damage plus the strength boost) -survivalyst precept: both phases of absorb will be energy free but it will set a duration of 5 seconds (scaling with duration) on the absorb bubble and both psychic explosions damage plus the amount of overguard gained will get a final reduction of 50% in their values (that means,the reduction is calculated after everything else) (max overguard is still the same,just that it will take you twice as long to reach the limit) and set a 10 second cooldown on it). PD:PLEASE FEEL FREE TO LEAVE ANY COMMENT OR CONSTRUCTIVE CRITIZICING,IT WOULD GREATLY HELP ME WITH FUTURE SUGGESTIONS FOR BUFFS TO OLD/FORGOTTEN FRAMES
  11. Why DE have to be so oblivious about the truth? everything,the uproar,the emergency hotfixes,the damage to your own reputation,potential money going away,all that would have been avoided with just a simple thing: PLAYER-BASED BETA TESTING, it´s THAT simple,and you did that before. with beta testing (public beta testing,not restricted to only friends of DE´s devs or content creators that more often than not complain either that things are too strong and need nerf or things are too useless and need buff,we also need the opinion of cassual or average players,regardless if they spent a dime on the game or not) dante would have been released in a middle ground between his current state and the pre nerf one,while also buffing ruvox and onos (for god´s sake,those things stink,with the current fist melee stances,there´s situations where even incarnon form doesn´t let it reach anything that is 2 milimeters above you,and impact only? you didn´t learn anything with the ekhein? that thing wasn´t even used for mastery fodding,and the onos needs like all fire rate mods to make it deal serious damage to the level of enemies you expect us to use it with (250-400) thanks to that ludicrously slow 4 second charging rate that also consumes like a fifth of your incarnon ammo on top of what the charging uses),and thus,no complain would have been made. Can I also make you remember about newly released frames in the last years that were borderline pre-rework inaros tier and took various updates to fix? or those that even today are forgotten? caliban,yareli,gauss,grendel,garuda,sevagoth,qorvex,and those are only the ones I remember the most Or about frames that are left in the dust with no current hope for a true buff/rework? loki,banshee,nyx,nezha,limbo,oberon,and the list goes on. if buffing old things took you so long,why it took ONLY 5 DAYS to nerf the new toy? why can´t you say the truth? dante was a bait and switch and before someone complains thinking I don´t have dante,I farmed dante day one ,got all components,immediately craft it,and when it was done,put some formas on it,exilus adapter,and 2 tauforged archon shards for casting speed,you had to spend 450 energy to max out your triumph overguard thanks to needing blind rage for decent max overguard,and of top of that ,casting various dark verse to amass enough slash procs to nuke with tragedy,TRAGEDY PROBLEM WAS RANGE,NOT DAMAGE OR AOE,TRIUMPH PROBLEM WAS FRAMES THAT CAN´T ACCEPT OVERGUARD TO FUNCTION WELL,NOT THE AMOUNT OF PROTECTION YOU GET FROM IT(you people had ever used on a consistent basis a high eHP pool frame (rhino doesn´t count bc he can get infinite protection) like inaros,hyldrin,augmented styanax,or dante itself against endgame enemies like the fragmented one or eximus deep archimedea necramechs? those things can obliterate like 25k overguard in a single blow,while oneshotting even hyldrin´s shields and almost oneshotting inaros) the thing that we need the most is a public server for beta testing,and getting more staff entirely dedicated to the game´s balance so they can get all necessary buffs (and nerfs for that matter,saryn,mesa,khora,octavia,revenant,wisp reign needs to end)
×
×
  • Create New...