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Tyranti

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Posts posted by Tyranti

  1. Agree with the removal of invincibility in favor of something more "unique" but that quick thinking option is not the way to go, it will make flow/primed flow a must.

     

    As i see it the only viable options is to put a damage cap per hit or make Valkyr take always the accumulated damage when in hysteria instead of taking the damage only if there is a enemy near you but you can lower the counter by killing.

     

    I dont want how her armor becomes redundant by having invinciblity but in order to remove it we should gave her something who will scale in hard situations and that quick thinking option is not one of them, personal opinion though.

     

    Ah, good point. I imagine Primed Flow would suddenly be in everyone's Valkyr build just for that sake.

     

    Well, every instance of damage could indeed be lowered. But I feel it would need to be a very low value. If it capped at even 20, high level Lancers would still melt through it. But if this were the case, a stream of bullets from a Heavy Gunner would be more deadly to her either way than, say, a Bombard rocket, since both of them are capped per hit.

     

    How about delayed damage? The accumulated counter could stay, but would inflict the damage on Valkyr's health over time rather than instantly, and regardless of enemies being around. I mean in and out of Hysteria as well... Actually, I feel this may doom a lot of players since lifesteal would probably be the only way to survive then, prompting to use Hysteria longer and thus take more damage that would be inflicted over time. A vicious cycle of survival that rewards fast and precise aggression that probably strongly encourages trying not to take too much damage, if any if it were possible.

     

    Or how about as WiiConquered suggested above, not invincibility per se but able to take damage down to a single health point? So, still kind of an invulnerability, but with more consideration for when and where it should be used or dropped. Again prompting more Hysteria use, since it would be the quickest way of gaining all your health back. But at least there's some risk to using it, not to mention risk more tangible than the current health bomb in case you didn't notice the enemy hugging up on you.

  2. I'll parrot some ideas I've seen around the forum while inputting some details myself.

     

    I think Hysteria having pure godmode is a problem. Sure, she has ridiculously great damage now (befitting a 4th, imo), and is still currently and un-killable rez-bot in worst case scenarios. I read in the thread somewhere that there may be a bug currently that doesn't properly apply the accumulated damage after deactivating Hysteria, even near enemies, but I don't think this is an appropriate downside anymore. I mean, with such incredible damage, why turn off Hysteria with literally anything alive around you? All it would take is a spin attack or a swipe or three to kill the offending few in your personal space. I honestly don't remember the last time I took Hysteria deactivation damage because I usually always just leap away if I can't manage to shred everything in close proximity. Oh yeah, I haven't talked about the ideas yet--

     

    I think Hysteria shouldn't have godmode anymore. I know this is a good prompt to throw tomatoes, but hear me out. Hysteria should have the max damage reduction cap, or even higher than an ice Chroma with full armor mods and a topped off Vex Armor. But unlike Chroma's Vex Armor, there's no build up. She has it topped off from the get go. Her passive lifesteal is intact, don't worry. Your health is gonna be in for a wild ride. You all may think "this isn't going to be enough", but dedicated Chroma players don't have very much trouble.

     

    Anyway, the real tipper in this case is the next detail: Hysteria should have a built-in Quick Thinking-like effect. That is, instead of taking lethal damage (your health will stop at 1 or 2 points), your energy will act as a health buffer. Hysteria already drains energy now, why not give it a feel of really protecting you beyond your normal limits? Also, I think it would encourage players on their last thread in Hysteria to be even more aggressive, so that leaving Hysteria doesn't obviously kill them instantly. Your playstyle will literally turn into that of a berserker pushing things to the razor's edge in order to survive. Not just "your bullets are like tiny flies, here I'll rip off all your faces now".

     

    Again, this may not seem ideal, but the point is to make it less ideal than it currently is in almost every situation. My own personal detail to add (everything up until this point was someone else's idea), is that Hysteria also have a built in health degradation, making it appear as if Hysteria is an unsustainable state that's slowly hurting Valkyr's body as it pushes its limits, and discouraging staying in it perpetually. It's a minor thing, really. Almost feels unnecessary, but at least Valkyrs couldn't just afk in Hysteria mode without losing a little something in return, besides just energy at this point. Also encourages actively seeking out enemies to stay topped off, if you do choose to constantly run around as an angry living blender.

     

    So, overall / tl;dr :

    Hysteria has the highest possible damage reduction instead of invulnerability and easily avoided damage blowout after deactivation.

    It still has life steal, but also functions like Quick Thinking, so that Valkyrs can push beyond measly health limits and still feel like a berserker that's risking their life and all her power to rage against their enemies... At the cost of extra energy that may quickly disappear, but we all should have ultimate limits.

    In my favored result, Hysteria also has a very slow (1-2hp per sec) health deterioration (that halts briefly after taking damage so we don't get over-melted) that discourages staying in the state while no enemies are around. Use it to take out the group / room of enemies that just suddenly pissed you off, as I feel it was always intended to be used.

  3. Im not drinking the Koolaid. I've been playin on Xb1 since release and I dont think I've ever seen the game stutter even once wen playing with a Mirage. Also I dont mind the damage and extra shots being gone so much as I do the aggro pull from the clones. :(

     

    Then good news, friend! The damage isn't gone-- four clones firing has been reduced to two firing with double damage! Extra shots, yes, unfortunately in some way or another. But all of the clones still draw enemy attention, so no need to worry about the aggro pulling capabilities.

     

    Also, the change isn't in regards to consoles. They have a powerful-enough set up to play any game put on them, unless coded or designed badly. The change was for low-end PC's, so that's why you don't experience any framerate issues in the first place.

     

    Simply said, your static mass-produced Xb1 performance is better than some of those in the broad range of performance capabilities in varying PC's.

  4. Her powers are kind of hard to use for the early game. Also, the current choices are: DPS (xcal), Tactical (mag), Support (volt), which is leaving out a tank/ survival built frame. I think either trinity or valkyr should get the slot if added, because they are both extremely effective tanks early game.

     

    I can agree with this, in a way. To say that Ember might be difficult to use for new players in early game would probably be right. I mean, that's why they removed Loki, or at least I think so. He was too squishy and required a bit too much finesse and mods to work to an appropriate degree. Ember is also squishy, and purely offensive powers may leave many players falling down too much for their liking, if they can't manage to burn everything before they take too much damage.

     

    However, I disagree with Trinity or Valkyr being the frames of choice. I wouldn't want to give any new players healing skills (of which only a few frames are capable of) or invincibility. I think that providing them with either could cause an over-reliance on these abilities and not properly teach them how to fend for themselves without bypassing the game's mechanics such as health orbs (even if somewhat scarce) or the encouragement of avoiding damage rather than hurling themselves into it, given not only Hysteria but Valkyr's uniquely crazy high armor value.

     

    Now it may not be necessarily true, but it's a possibility, and instilling these habits into new players could have a negative impact. In a lot of cases, I've heard people call Trinity a godlike frame, and Valkyr (in some opinions, anyway) an easy mode character. I personally love Valkyr and her playstyle and can see where they're coming from.

     

    I think the better option, in the case of tankiness, is Saryn. Her first ability encourages careful aiming and planning for spores, gives them an escape or distraction with molt, gives them a chance to naturally empower their melee without mods (though I know they're necessary), and... well, her fourth is so satisfying, melting everything in a room. In the same way, I worry about giving players an even more powerful room-clearing ability than Mag or Volt (if his can even be considered such). But maybe I'm overthinking it.

     

    Nyx is also a good option, to me. Instead of tankiness, mind-control and turning all enemies against each other, and giving new players a breather (and fairly strong, scaling 4th) in Absorb could be a good option. Plus, I've always considered Nyx as Excalibur's lookalike sister, with their similar and simple designs, whereas Saryn would probably have the most flashy and unique design of all the starters if she was one as well.

  5. The major discussion point should be "Why not add a 4th starter? There's 4 people in a squad."

    That's honestly the best point I've read this entire thread (at least in regards to, you know, the game we're supposed to be talking about), and it makes complete sense from a gameplay perspective.

     

    It's also the only point needed, imo. Obviously, with only 3 starters, a matchmade group starting with 4 new players would have 2 of the same frame, thus not bringing much variety as players see later on in the game. Though the group could just as easily be made up of 4 Mags or Exaliburs, but I just mean that in an ideal setup we still have an overlap because of this.

     

    I think that the OP is very cluttered at this point, and doesn't offer much of an argument. Not that the counter/points aren't valid, but simply that the original post should retain a clear and focused point for all in the thread to discuss, not a clutter of arguments against specific individuals without offering any feedback regarding the subject. It drags a lot of personal opinion into the foundation of a thread, which should just offer an idea to discuss rather than talk with the entire thread through the first post.

     

    Ideally, we'd have just started with "I think a 4th frame should be added. Which female frame (given that the rest of the game is very 1:1 in gender ratio except in the start) would be best for this slot?"

     

    On that topic, I say Ember, or maybe Banshee. The former may be a bit squishy, but also fit a mage type purely offensive role. I know some people have said that Volt fits "offensive casting", but he has a superspeed power and a defensive power that both compliment gunplay. He's more of the battlemage in that regard. Kind of, you know, half and half with his powers and his weapons. Ember is much more about offense with every power.

     

    And Banshee? Well, Volt's a clan tech, so can't really argue against Banshee in that regard. But she gives an opportunity for stealth, and has a lot more CC options than the others, while Sonar might help new players train with aiming at specific enemy body locations, not to mention aiming in general in this fast-paced game. Sounds kind of interesting, actually.

  6. I'll agree that the Ignis needs a buff just like many other old weapons that aren't quite up to snuff given how the game has evolved over the natural course of time and design.

     

    But alongside Ignis being buffed, we should get a new primary flamethrower that uses Ignis as a crafting ingredient (though I know a lot of people don't really care for all these types of blueprints), and that new flamethrower replace the Napalm's green old-Ogris. This new one would obviously function similarly as well, able to shoot strong fireballs that create hazards if they don't hit enemies.

     

    There, now we have two distinct flame weapons that are hopefully viable in all ranges, and we update our good friend Mr. Napalm.

  7. I've recently built Nekros despite all the things I've heard about him, but because of those particular playerbase views, I'm reluctant to play him in public matchmaking. I fear just what the OP states, that people will get aggravated that I'm not running a Desecrate build and not being "optimal" in my usefulness. I plan on asking in Devstream announcement threads whether or not there are plans to change the ability.

     

    The main thing I wanted to talk about is his 4th though. I like the suggestions, overall. Particularly if the AI tuning was also handled accordingly. I always thought that shadows should have the AI of heavy units / Eximus though, regardless of what was summoned. I think it would give them an appropriately zombified feel as well... Not to mention work with the current augment, since they'd probably be willing to step in your way.

     

    On another note, I believe that the way to benefit the soul cache mechanic would be to have it sort out the enemies killed based on rarity of the unit's spawn rate. This way it would prioritize summoning heavy units over, say, a Butcher or Roller, and so that the Nekros player can freely kill just like every other frame and not be handicapping himself in the process.

    Buuut, I see this making the ability possibly feel bland / repetitive in that it may summon all the same unit (even if summoning entirely bombards / napalms / etc would be fun, and is probably very possible if personally inefficient in the current build), and propose a short fix to that as well: allow the cache to only summon, say, 2 or 3 of the same unit. So now you have some variety in every cast... Or, at the very most, you always have 2 or 3 of each heavy unit. If you run into a stint of heavy units, say only one type, the extras will still be stored for later casts, and still prioritize keeping them over lesser units. This cap isn't exactly necessary though, just a thought towards some forced variety.

     

    The alternative to the above sorting would be for every unit to have a "value", so to speak, if they don't already in the first place. Higher is obviously prioritized over lower, and the soul cache stocks up on high value targets while discarding ones deemed lesser unless necessary. It's made simpler if entire groups of units are classed under separate singular values, like a few ranges from the typical cannon fodder to the more hulking type.

     

    So the last thing would be if your teammates are taking all the heavy unit kills. Currently, Shadows are buffed beyond the capabilities of what they once were, with a (unmodded) max and static value of 150% dmg, and 100% health. This is obviously better for a stronger unit, and less effective for weaker ones. I would say that the base bonuses should be relative to the unit's power. Where a Bombard would still have the bonus 150% dmg and 100% hp, a Lancer may have 300% dmg and 200% hp. It may not be exact, but the point is to make all Shadows somewhat powerful, so even if you don't kill heavies, you're still rewarded with a strong ultimate ability that doesn't particularly incentivize absolutely having to pick up all of the strongest units. At the same time, the heavier units should still be a bit stronger in dps and health regardless of the change in buffing values, but it at least makes it so you don't end up having a handful of relatively squishier mooks that makes you feel like you did something wrong in killing the hordes just like everyone else.

     

    If any of these ideas were already mentioned somewhere in the thread, my apologies. There's just so many pages. >.>

  8. It's not even a sea dragon. Stop shifting the argument around about what it is. It's the dragon frame DE designed for us.

    It doesn't have leafy anything, its snout isn't so narrow to call it the seadragon, nor is it so simple to call it anteater's.

     

    This is what's known as knee-jerk overreaction. You're taking someone's artistic interpretation of an ambiguously dragon-focused space ninja and yelling that it doesn't look like the mythical creature turned humanoid space ninja in your head.

  9. No, but obviously someone else did, and the name stuck.

     

    However, to get onto your point a bit.  What quality's does 'THIS' warframe have with a dragon?  Let's take a look

     

    DirtySnappyHake.gif

     

    Dragons stereotypically:

    Breath fire/frost/acid?  Check. It will most likely breath any of the typical elements.

    Have Scales/ is lizardlike?  ...  Not exactly.  Although in this case, the infested leatheryish skin is a good replacement [for the warfram universe.]

    Have a muzzle/Snout?  Yes.  That thing, that he is breathing fire out of?  Is his mouth, his EYES are above that.  Below that is his neck.  Look at his posture my friend, is he looking at the ground or the 'camera' so to speak.  Please, let's stop with the 'face in his neck' nonsense [not talking just about you.

    Have a Tail?  Yes.  Now, I'm not a judge of tails and sure people would think it would be more lizard like and less flat, but this is De's interpenetration.  So it gets a pass.

     

    What OTHER qualities does a dragon have?  It doesn't look pretty, I get it.  I love the design though.

     

    Looks like he kinda-sorta has two ridges on his back. Not really connected to his arms as they don't appear to move when he brings his arms in, but close to them. I'd suppose they're wings, or at the very least the closest to wings we'll get with Dragonframe. Wing-nubs.

  10. Even though I see where you're coming from, it still doesn't change it, if it were after an easter dragon, the whiskers could be longer to emphasis just how much dragon is in out Anteater frame

     

    The Exposed underbelly I never thought of, however it only amplifies just how out of place it is for me, dunno, just doesn't sit right with how the "Red skin" ends suddenly

     

    So he's basically more akin to lizard than a dragon barring his roar which doesn't mean he's instantly a dragon.

     

    It isn't after any singular type of dragon. The fact that it has something reminiscent of these whiskers is enough to imply the parallel.

    If it didn't have the whiskers or nasal ridge then "Anteater" would be more apt. However the only thing going for "Anteater" is "narrow snout".

     

    Eh, to each their own. I didn't really think about until another pointed it out, and still some are... not really finding more details but drawing up theories to the details, like the snout being more like a headpiece. Think shaman with a wolf-head hat. Then the red skin appears to be more of a worn pelt rather than a skin ending part-way. Just someone else's thought I found interesting.

     

    But the roar also spews out fire, or an element of your choosing. That says chromatic dragon to me.

     

    My overall point is that these are several details, and they easily override "He's an anteater because his snout is narrow".

     

    EDIT:: The only other thing is the lack of wings, but he obviously has something on his back. Just haven't seen enough of him to know what exactly.

  11. Chroma does not share any traits with any Dragon I know of, bar that he breathes "Fire" [Or "ice" or "Toxic" Etc...] however they have said that it was a Dragon inspired frame and was brought up 2 devstreams ago and not necessarily Just the abilities

     

    Snout that ends in a sort of nasal ridge, with two thick whiskery bits underneath. Dragons typically have a ridge (or ridges) accentuating their noses, and traditional asian dragons usually have those kinds of thick whiskers.

     

    He's armored, but in the only way allowed in Warframe in the biological sense needed, through infested rippling flesh. While not scales, it's obviously the parallel intended. Furthermore, this red flesh only appears to cover his back, leaving his frontal designs and ridges exposed, very much like a dragon's underbelly.

     

    He has a hunched over stance befitting something like a lizard, and roars well enough like a dragon.

     

    And yet the slightly narrow shape and curvature of this protrusion on his head yells nothing but anteater to so many, despite all other details.

  12. I'll agree that the static splash image for Chroma isn't very appealing, what with the frontal-showcasing model having such an awkward upright stance, but there's a Hek of a lot of overreacting to this.

     

    The most hilarious thing to come out of all this, to me personally, is how everyone goes "NOT A DRAGON" after a tailed, armored, snouted, bestially roaring humanoid alien spits fire over its head.

     

    Not to mention, the more I see these anteater comparisons, the less I see it. Since when do anteater's have two thick whiskers (totally not anything like what you see every asian-styled dragon have, no sir) and a ridge on the top end of it's nose (again a rather common dragon detail)?

     

    What's more is how so many in the community act like they've been brutally betrayed. The "they didn't make what we asked for!" claim is just so ridiculous to read. If they happened to precisely say "We're making the dragonframe designed on the community forums" then I understand your pain. It isn't the community's incredibly literal Dragon. Their perspective appears to be more in line with "We're hearing the community's request for 'Dragon-Frame' and we're working on our design of it."

     

    EDIT: I'm hyped for this. Chroma has a sort of infested aesthetic and I've been looking forward to that for a long time.

  13. Yeah, like George said, the repetitiveness will be fixed fairly soon. It's one of the bugs relating to U14 after all.

     

    But for me, the tutorial really set a mood to the relationship between "Operator" and Ordis.

    It really feels like its own adventure now. We have a foil to the typical seriousness of Warframe while his quality of "Madness" leaves him open to having serious tones in later quests and so on. He added to the end of Vor's Prize too, particularly when you lost contact with Lotus.

     

    I feel very comfortable coming back to a ship with a voice too. Less isolation, but no less danger as you imagine that you're just resting for a short time before flying out to war again. That and we just have another personality in Warframe and that's great in itself. Makes the game feel more alive in general, especially rather than you sitting in contextual nothingness overlooking the solar system.

  14. Wrong.  There are mods that increase sprint speed.  Does that mean Mods should be removed from the game?

     

    Also, supplementing his speed with a helmet means he has to give up using it for something else, such as damage increases.

     

    Again, you can have stats tied to cosmetics without being tied down to one set of stats for one helmet. 

     

    I'm wondering if you actually read what I've said so far.

    Mods are the intended stat customization. Of course they shouldn't be removed.

    And by supporting it, you are allowing double the speed increase of the speed-increasing mod by having both it and the helmet.

    And by supporting that, you are screwing balance of a tank by making him as fast as the fastest frame without the negatives of being fragile.

     

    You also don't give up damage increase, because you can just put mods on or use the highest-damage weapons. Granted those with the other helmet will have slightly higher damage, but that's fairly reasonable compared to the above problem.

     

    Also granted you lose a mod slot using Rush, but by boosting your negative stat, you run down another. This is why I say there are intended flaws. You can't be perfect. You shouldn't be able to be perfect.

  15. Frames have intended flaws. Pointing out Rhino's speed helm is actually a fair point against stat helms.

    Sure it's fun and awesome to some people to have completely no downsides, but it's unfair to other frames to put jet boosters on a tank.

     

    Yeah sure, Loki is fast. And? He's squishy. Rhino's not squishy. If you want to be that fast, your helmet should kill your defenses to the point that you're proportionally squishy to make up for your speed, because that's what balance is. But then we're getting away from what makes Rhino... a rhino.

     

    It's much better to be able to look however you want and customize with mods than have your ingame appearance restricted for the sake of a few stat points when mods can give you so much more.

  16. I disagree cuz...corrupt mods and auras. Also the current Arcane helmets that will never leave my frames even the ugly ones. Also ALL my helmets were from Aerts and I have them all.

    I don't get your point. Corrupt mods and auras share the fact that they are mods, designed to be your only stat-customization.

    I know that they were obtainable through alert but that doesn't make it any better.

    Helmets that limit customization of all players because of their stat changes bound to appearance changes aren't a very good idea, and DE realized this. Alongside my point about mods, there's really no reason to have cosmetics also be stat-boosters.

  17. to every one saying stats  don't matter have you seen many experienced  rhino players without vanguard helm equipped rhino p with vangaurd out races a lot of frames

    And you don't see this as a problem? A tank-themed warframe having superior defenses and speed, and probably offense on top of that for using Soma's and the like?

  18. You should try to put it all into perspective.
    Having cosmetic helmets with stat boosts (and reductions) merely works against the intention of the mod system as a whole.
    Your mods are your stat-customizing items and have a much more significant impact than the helmets ever would. Their decision was based upon how stat helmets didn't fit into their broader design, and how it limited players who wanted alternatives for their frames without risking their playstyle because of stat reductions.

    It was something stat-changing readily available for platinum purchase as well, giving a slight notion of P2W, but that's behind us and may never even have been an issue anyway... As the stats on helmets were vitually useless and barred many from having appearance customization options.

  19. On another briefly mentioned topic, I personally know of two F2P MMO's that allow you to trade for the premium currency, given that you make lots of in-game currency, which is pretty similar to leveling these rare mods to max with exorbitant amounts of cores for some sick shiny dosh.

    Those two are Rift and Neverwinter Online. There's probably more because this is becoming more common in F2P games.

     

    The only thing you can buy to win in Warframe is style. ;D

  20. Multiple things to say here:
    The link to your tweet probably offputs a lot of people from even thinking of helping you. Since, you know, you're cursing the game, the players (who you're asking for help), etc.

     

    Next, I'm going to guess that your anger in said tweet is based off of the pictures added to it. If that is the case, then this is even more detrimental to your cause, because it looks like you were hating players for... not giving you weapons? Do you know that you can't trade weapons? You can only trade parts of Prime weapons, and no one is going to hand them out for free. Such is life. If you're not angry about this, then your picture is very misleading.

     

    Finally, go to the gear (options) in the launcher, and try verifying the files. Since you reinstalled, I'll assume you don't need defrag.

    If the problem persists, then I've got nothing.

  21. NAME SUGGESTION: Desperado

    BEHAVIOR: Grineer Desperados are highly offensive and highly mobile strike units designed to stage fakeouts and fluster enemies with pressure. They are heavy units who do not take advantage of cover, but in lieu of high armor, they utilize high speed (& maybe some extra health) and hit-and-run tactics to avoid taking damage altogether. Desperados will zip around the battlefield rather often, picking random locations to stop and fire before doing it all again. They take risks in quickly positioning themselves close to Tenno to bait a melee strike before moving again. They also tend to run right by enemies in corridors to startle and give a sense of immediate danger. However, they leave behind a green trail, a blur of their motion revealing their path most of the time, so a focused Tenno may be able to track and anticipate its movements. (If it is technically possible, they could combine this speed with combat rolls and the parkour system to further enhance their mobility in all situations.)

    ATTACKS: Desperados are equipped with unique Dual Krakens for high damage. Their only notable attack is when they quickly move close to Tenno for a point-blank critical shot. The action itself is a dramatic and noticeable slinging of guns to line up the double-shot and fire, giving Tenno only a brief moment to escape, so they must resist the urge to melee him in that moment or risk serious damage.

    ENVIRONMENT RESTRICTIONS: No outstanding restrictions.

    ART OR REFERENCE IMAGES:

    I imagine this but more proportioned than lanky, armor plating on exposed flesh, and the stomach bit removed. Plus with a cleaner mask of course. Also a couple more visually interesting details to the coat like Grineer insignias wouldn't hurt.

    These are model assets from the Half Life 2 mod "Missing Information".

    jJMbEBx.png

    This is concept art of the Half Life 2 beta creature, the "Cremator".

    bu2r3JP.jpg

    I am in no way the owner or creator of these images btw.

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