Quill.Onkko
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Posts posted by Quill.Onkko
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so ive been playing onslaught for 3 days so far and the problem with it i think are as follows:-
1- the spawns are too low:
if the elite mode is supposed to be challenge then the spawn counts have to be higher than this and give the enemies proper armor the same armor they have in the simulacrum because as far as i tested warframe abilities cant one shot these lvl120 enemies in the simulacrum even with a buffer frame so players will be forced to use their weapons as well as their warframe's abilities .
2- add mini bosses to the elite onslaught
this will actually make player comps that people run nowadays not be as viable as it is right now, it will force people to have to adapt their playstyle based on how the stages are layed out eg of mini bosses : Corrupted Vor, lech krill, grustrag 3, stalker, zanuka, alad v
3- remove efficiency all-together
you can keep this for the normal onslaught but for the elite one it will be more preferable to change it to a certain number of enemies that you need to kill before the mini boss spawns or before the portal opens
4- add boss fights to the onslaught
so the idea i have in mind in this section is that after 4 portals the 5th one will be a boss fight e.g. (tyl regor, vay hek, kela da theym, ambulus) eventhough it will make getting to the rewards harder but it will be the end-game that is hard enough for people that are looking for it
so to sum it up heres what i i think should happen and i might be 80% wrong
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(starting levels are 60)
1st portal kill 500 enemies to open the next portal
2nd portal kill 500 enemies and a mini boss will spawn and you have to kill him to advance to the next portal
(enemy levels rise 5 levels)
3rd portal kill 600 enemies
4th portal kill 600 enemies and a mini boss will spawn and you have to kill him to advance to the next portal
(enemy levels rise 5 levels)
5th portal will be a boss fight that you have to finish to advance to the next portal
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about the drops:
the synthetic eidolon shard should be a blueprint that uses 5xeidolon shards to make a fully synthesized eidolon shard that gives 50k focus and has a 12h wait time to craft
and also the thing about this game mode is that people want bragging rights for how deep they reach, so add cosmetics instead as rewards that unlock based on the certain number of waves reached
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and basically it cycles this way untill people cant go any longer, this proposed game mode will add alot of challenge and wont prioritize the meta of room clearing.
i hope you will read this DE i really hope you will consider this because i believe that it will add alot of replay value to the game and especially if u add a new boss fight or a mini boss you will be able to add it to this game mode again so its pretty viable imo, again i will say i might be 100% wrong but at least i hope you will consider this.
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it is easy to replicate, if you use artimis bow to kill the eidolon the eidolon will just rag-doll and fly away without being killed rendering the mission a failure
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Reserved.
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first of all i wanna say that adressing impact and puncture is really hard since the game revolves around which can do more dmg and there arent many weapons that are used only for crowd control and such, however my suggestion would be the following:-
first of all status physical procs would be seperated from forced procs e.g. [ hunters munitions , weapons stances] forced procs would scale off of the weapons base dmg but the status procs would scale off of the weapon's status e.g.[ puncture, impact, slash ] dmg
status procs will remain on the enemy and open them up for the evolved reaction from the same status proc however the highest evolution of the status proc can be attainable instantly if the weapon's specific slash or impact or puncture dmg is high enough and it would proc the rest of its previous evolutions in the tree
impact: first proc with low impact dmg weapons will [stagger] the enemy for 2s .// second proc with medium impact dmg weapons would [ragdoll] the enemy // third proc with high impact dmg weapons would open the enemy for [crush] which would reduce the enemy base armor by +2 armor for each hit after [crush] procs
if a weapon that has high impact dmg that is like the [war] + impact mods if it procs impact from status the dmg of that proc scales from its impact dmg only however since the impact dmg is high it would proc [stagger] [ragdoll] and [crush] instanly
if a low dmg weapon is used and it happens to proc impact on an enemy it would first proc [stagger] for 2s and the impact proc would remain on the enemy for 20s and if another impact proc occurs in these 20s on the same enemy then [ragdoll] will occur and so on...
puncture: first proc with low puncture dmg weapons will [exhaust] the enemy reducing their movement speed by [20% does not scale with dmg] for 10s .// second proc with medium puncture dmg weapons would [fatigue] the enemy reducing their dmg by 50% // third proc with high puncture dmg weapons would make the enemy [hollow] which makes the dmg of your weapon bypass shields and each proc of puncture on a [hollow] target , the bullet will carry 30% of the enemy's shield as dmg to the next enemy it hits
all puncture procs have punch through of [1m+scales with the pucture dmg of the weapon]
and to make impact even better just give us a primary , secondary and shotgun version of this:-
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3 hours ago, --Zeus.TheGenerous-- said:
who set the c/o at 4k ???
adjusted
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Hello all!
Today's menu is a amazing one:
Is there anything else I should say about this?
Auction will last 72 hours from this moment or untill B/O price is reached.
B/0 - 2.5K
C/0 - 1K
Please for the sake of fairness and transparency, post your bids bellow, no pm's and also
this is not my riven, the person that's selling it is ToxicYogurt
Thanks for the visit!
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as u can see on hydroid u can use two types of leg plates that actually looks nice , and its a good idea to have two types of leg pads as shown
http://imgur.com/a/O60PG[/img]
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i think it can handle that pretty easily tbh
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the concept is pretty simple and can be implemented rather easily.
so the idea is instead of needing to go back to ur liset u can stay in the mission and start another one while inside that one and since the game can generate more rooms u can do the second mission and keep on going.
the thing about this is that it gives more immersion to the game and make someone feel like hes on the planet instead of having to go through loading and going to the navigation again and load back into the same planet.
an idea is to have to do a spy mission first to gather the information about the location of the sabotage,capture,or mobile defense target and then u go along ur mission.
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will we ever get a quickdraw mechanic : pull out the secondary while still having the primary in the other hand shoot a couple of bullets and put it away
the amount of bullets shot is limited to the clip size of course it would be awsome for pvp
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at the moment there is an infested invasion and i can choose it for some reason
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will we have a 8v8 conclave battles?
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this music right here is the thing that i miss the most after they implemented the ships i wish there was an option to have the classic music on and the new music
here this right here is a master piece for ambient music:
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for some reason replaying the quest cinematics dosent work when viewing the quest in the codex i already finished the quest
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it was one of the best mastery rank tests i have played so and i hope to see a mission type that works the same way as the test for people who didnt see it
i believe that a stealth mission type is a thing that we need in this game :D
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thanks u too +1
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so i was in the observatory and i thought that it would be a cool idea to be able to start missions from the dojo like in the relay and the observatory makes the perfect spot to do so it will give large clans more dojo activity
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theres a mask for the sentinals with now wings or tail that comes with it its called the "hunhow" and I think thats what u should call the catbrows
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why dose it make no sense?
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carrier:
para skin:
normal skin:
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deth cube
with skin:
without skin:
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djinn:
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helios:
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shade:
without skin:
with skin:
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wyrm:
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wyrm p: "they're not at the same elevation"
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banshee :
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i still cant equip my shock camo to my secura dual cestra
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its a good idea if they implement like snipers on high areas u could switch to ur sniper and snipe them
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is it intended that the sechura dual cesrtas to have no skin costumizablity or is just not available atm because for some reason i can't equip my shock camo on my sechura cestras yet i can use it on my normal cestras
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whatz the progress on the kubrow parkour and will it come with parkour 2.0?
and when will we see . the tenno coats/capes/cloaks in the game ? :D
[PC] Beasts of the Sanctuary: General Feedback Megathread
in General
Posted · Edited by Quill.Onkko
the limit isnt 500 enemies, what i mean is that you will have 2000 enemies or more infront of you and in order to advance to
the next conduit u will have to kill 500 enemies
and another point DE can optimize their game to have larger number of mods, back in the day people said that warframe cant have an open world and i think you can see a really early post of when i talked about it and in the end they made it work, their are many ways to optimize having alot of ai on the screen like half refresh rate simulation like in "hitman" so if you give them time, they might be able to crank up the mob count