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keikogi

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Posts posted by keikogi

  1. 3 minutes ago, (XBOX)GearsMatrix301 said:

    Don’t forget to allow adaptation to apply to it.

    Controversial take here but I don't think any form of damage reduction should apply to overguard given that it seems to be designed as the no mitigation layer of protection. If a frame has a week overguard fix it on the frame and not give it acess to alot of out of kit aid.

  2. 39 minutes ago, Raarsi said:

    Wouldn't it be easier just to remove his overguard cap?  May not be the absolute best fix, but it would still promote the "high risk, high reward" playstyle with that ability in particular without it being too overpowered.

    Nope , that just promotes spaming at lower levels to get a unbreakable overguard , at higher levels the 1400 overguard per cast is not worth casting time.  If kullervo was meant to have a hight risk defense having low overguard and a invunerability mechanic would be a better way to implement that.

    • Like 1
  3. 8 minutes ago, quxier said:

    Ok, but how that would work on SP vs normal content? SP would pack more damage.

    The steel path is supposed to be harder. Abilities with enemy level scaling don't get any extra fancy damage so defensive abilities should not get special privileges either.

    • Like 1
  4. The easiest fix to kullervo overguard is just scale overguard cap and overguard gained with the levels of the enemies hit by the ability. I'd the scaling per level fallows the same formula that enemy damage scaling ( or a similar formula ) the developers can make sure kullervo guards is never useless or unbreakable.

    • Like 1
  5. Forgot to mention the passive is some king of soul gauge , colect enemy souls , tap version of skill spends a portion of the gaige to empower it and hold version uses the entire gauge to summon that weapon user.

    Edit: the empowering is just more damage , I'm just reclining the garuda blood ball thing with souls for scaling mechanic.

  6. 8 minutes ago, (XBOX)Fluffywolf36 said:

    Hmmmm.... What if, then, you thought of the "former teammates weapons" schtick as kinda like moves in a fighting game? . Like... I don't know, the polearm ability has long range and shoots lightning

    Pretty much , the idea now it , 1 is quick katana slash , the 2 is shotgun blast so strong it pushes the enemies soul out of its body ( soul share damage with the body but only take damage from skills or void damage ) , the 3 is a bow shot that does I don't know and the 4th is I don't know either 

  7. 4 minutes ago, (XBOX)Fluffywolf36 said:

    . You're also working on a frame that uses dead Dax and puppeteering parts of them? What are the odds.

    It's even closer them , mine is supposed to have a tap and hold mechanics. Tap uses the weapons , hold summons it user and disables the skill. 

    It was supposed to be horse rider frame , than became a necromancer that summons ghost of formar allies including the horse and at last I got the current version of Dax with former teammates weapons stick.

    10 minutes ago, (XBOX)Fluffywolf36 said:

    Make it feed into melee somehow, encouraging a melee-heavy playstyle for maximum effectiveness. There's a shotgun pistol I did awhile back that refills itself on melee kills, for example.

    Pushing the entire frame on a close quarters combat is the way to go. I will leave just the bow skill as ranged option and it will re related to cc , debuff or some form of damage that can't kill ( like % current hp that can't be over 50% ). I also remenber the doom ethernal shot gun. I'm looking at doom ethernal and uttakill for inspiration given the skill cast nature of their guns.

    12 minutes ago, (XBOX)Fluffywolf36 said:

    Think of it more like an ability you deploy by pressing Y (not unlike the Duviri shotgun I just did) than a dedicated weapon like the Lex Prime or Vasto Prime.

    The frame will have at least 3 weapon related abilities,  if I make than exalted the frame will be just a loadout , single shot gun , bow and hight impact single swing is that way to go.

    15 minutes ago, (XBOX)Fluffywolf36 said:

    The fewer rounds the pistol holds, the more you have to make them feel... impactfulI feel like we definitely don't want this to feel like a machine pistol, but one round may not be the best idea. No more than three, otherwise it might feel too much like a revolver-type weapon.

    I'm going for just 1 and I might go as far as to have it on cd after cast.

    17 minutes ago, (XBOX)Fluffywolf36 said:

    Well, making a long story short, the '2020 is generally agreed to be the absolute bottom tier for gear in that game. Unlike the Sirocco, you can mod it, you can add stuff onto the '2020, it's just...

    damn near everything else you pick up can do its job better. Even the next-worst weapon, the RE-45, is leaps and bounds ahead cause it's full auto and has higher DPS. Incidentally, I've considered having a Warframeified RE-45 at some point, as a Tenno gun - long story short, it's basically a machine pistol combined with a race gun. Just, overall, a lot of fun to whip out and start blasting.

    Plus, it had a hop-up (essentially this is Apex Legends' version of augment mods) called Disruptor Rounds that dealt bonus damage to shields. And I feel like that's the most fertile

    That's a way longer history than expected also quite interesting 

  8. 25 minutes ago, (XBOX)Fluffywolf36 said:

    h...

    #*!%.

    The closest two I can think of would be the Orvius and Sirocco. The first is a melee weapon. The second is... this is difficult to explain, but it feels like an artifact from an earlier draft of Duviri, Like something that doesn't really fit, but the devs couldn't quite retcon it out. And also the sirocco isn't a secondary in the traditional sense. 

    I don't... I don't like the Sirocco that much. It's okay, I'll still use it, it just kinda feels like it is to WF's gameplay loop (whatever that even is at this point. We don't have a gameplay loop, we have a gameplay mobius strip lmao) what the P2020 is to Apex Legends.

    I don't know what weapon, truly. Maybe some kind of shotgun pistol that takes inspiration from both Bloodborne and early Japanese pistols like this one, to go with their heavy melee focus?

    Matchlock-pistol-on-background.jpg

    Or perhaps a crossbow pistol. Or a wrist crossbow. Much like with Duviri, I feel like I should be... muuuuuuuuuuuuuuch more reluctant to provide Dax with firearms.

    I am trying to make a frame based on possessed weapons, as far as theme goes something like a Dax that got its squad wiped out and now use the possessed weapons of its former teammates. I’m going for a dax and as far as melee goes i have a lot of options, primary I got the bow  and secondary I had nothing (I first thought about the throwing weapons but they just feel distinctly tenno. The dax and warframe seems to have a samurai vs ninja stick). For utility slots I algo got a lot of choice with the orvius and shield from the hammer dudes in duviri.

    That early pistol seems like a good idea, especially given its single shot nature fits well for a skill cast. The cross bow also works but the pistol is more visually and thematic distinct from the bow. The wrist cross bow could also work but I feel like the single shot pistol shotgun might be my best bet.

    Thx for the help

    28 minutes ago, (XBOX)Fluffywolf36 said:

    idenote, if I make another Duviri gun, it'll either be something like a Kalthoff repeater, and then I shall simply... stop. The rest will be bows and melee weapons.

    I agree that keeping duviri with melee and magical weapons is better than adding a lot of “gun powder”type weapons. A spear gun that fires rays of void energy ( defact magical staff ) is more at home there than any automatic rifle.

    btw, what the p2020 did to apex legends ? I dont now that game well.

  9. 8 hours ago, (PSN)chris1pat8twins said:

    when I tried to introduce the concept, dudes wouldn’t stop bringing up Nekros who is not the same. Every Warframe has an ability, appearance, or animation that is similar to another. But not identical. 

    That was a valid point until yareli is water frame but magical girl , and protea is vauban 2 as far as theme is concerned 

  10. I think the best way to do the necromancer ghost stick is make it a solider and not a mage. Something along the lines of carrying the broken and possessed weapons of the former teammates. Tap uses the skill, hold summons the companion to use it and disables the skill. Make the weapon and skill based on Dax from duviri, 1 based on the horse, 2 based on the shielded fat dudes, 3 bow dude and 4 one of the katana guys (small ,big or dual) 

    This also pushes the frame away from nekros withered aesthetic and magic style (magic weapons vs magic dude ). The horse loses the spotlight on this version, but this might be for the best ( avoiding another yareli situation might be a wise idea, especially given how badly the skate board is aging ( bad access to helminth , no access to on switch triggers , limited access to weapons )

    • Like 1
  11. 16 minutes ago, Teoarrk said:

    The reason I bring up a ghost horse at all is because of how Kaithes operate - less of a persistent object and more of an on-demand spectre. I do like the premises you've brought up though, but generally speaking it feels like you're going for a megazord style transformation in general. Would the warframe shrink down like Titania to make big ol' horse and a rider easier to use in general maps or what was the plan? Or maybe you could do something like WoW's druid forms, where he/she shapeshifts?

    I feel like the shrink down is a unessary compromise,  just smoothing out the transition between form should be enough for a smooth gameplay experience. I've rode the kaithes in a cave and I don't think a Galeon is much worse. Something as fast or faster than what we have for operators should be smooth enought also costless transformation otherwise the player is estimulated to limitd transitions.

    Transforming into the hose does not get much value either because horse don't really have that much going for them as far as diferent attacks they can perform.

    Maybe necromarr of the ghost variant is the best way to go 

    images?q=tbn:ANd9GcSwje6ZdvlKrv86RsgnzFA

    Something more like the nighhaint spooky ghost and spooky solider. Could make the horse stick work for damage given that she can summon a entire cavalry charge and the grounde variant could summon archer and pike man formations.

    • Like 1
  12. 4 hours ago, Teoarrk said:

    When I played a modded run of Darkest Dungeon, there was a class that had a spectral horse. It did a bit of everything. 

    Found it.

    I don't know much about that character from League so I can't comment on it, but it definitely is a lesser used archetype.

    ghost horse is a angle , might be easier to do, comboy 2 eletric bogaloo angle or knight angle could work. 

    but i really think the armor stick is so cool 

    I was initially trying to go saint seya with a complex horse that turns into armor like the pegasus suit in this video  

    https://youtu.be/iRSMcqlfAtg?t=39

    But I supose a ghost stick is easyer to go trought 

    maybe something simpler like this 

    phantom-steed-d-d-adventures-in-the-forg

    or this

    e207727af59639be2df2f62b69e075c813953466

    when dismounted the head piece could be used as shield , something along these lines

    091eb65d39fb000c90577b67c44bb110.jpg

    and the tail a whip , slaps some of the pieces of the horse armor around the body and call it a day 

    keeps the origigal idea of always stiking together instead of sumoning whenever necessary 

     

     

     

    • Like 1
  13. 5 hours ago, Teoarrk said:

    engu, The Seer - A support frame. Think of Harrow mixed with Ivara.

    The Warframe

    make the second skill a cone or a chain link ( like volt 1 ) because as it is its the best nuke one the game. loook at vorunas 2 been an absolute meme as far as damage is concerned and it only shares a pool of 5 random status effects 

    the other thing i would change is the 4 ccing trought overguard , as much as i rate overguard i just feel like a continuation of warframe modding away its enemies problem. Armor is both obnoxius and inexistent at the same time. 

    • Like 1
  14. 5 hours ago, Teoarrk said:

    Samar, The Brawler - A brawler frame. Think of something like Tekken or Street Fighter.

    The Warframe

    I would drop the bonus from empyt lodout slots , its like baiting the player player into have less fun by limiting his own hand. 

    Pulverize is a bit of weak sauce , comopare to garuda 1 for reference , same garuada has the double of the damage , same radius , does not need to kill the target and so on. At very least make it so the skill executes like garuda 1 first cast ( mercy range given the kit proposed sinergies with mercy ) 

    Also thrown in impact proc galore to fuel the mercy stick 

    At last as much as it woud be meme , make the 4 scale with target size or hp and make it castable on anything that isnt a boss. I would love to suplex a raknoid or maybe a train in the future

    • Like 1
  15. 5 hours ago, Teoarrk said:

    Kabuto, The Shadowblade - A high fantasy take on ninjas. 

    The Warframe

    The only thing i would change in this one is the augument for the 3 , just have it drop a copy of the last used tool it already cost a agument slot so getting the portental free cast of the skill is a good upsided but does not slow down the player to roll to the options to drop a thing allies may or may not use.

    Btw the whole copy stats of the current melee weapon might be a elegant solotion to the power vreep problem 

    • Like 1
  16. 4 hours ago, Teoarrk said:

    Xargus, The Nightmare Judge - A collaborative effort between myself and a friend on Discord. He came up with the concept, basing it on Jackalope folklore from the Old West. I wrote a story for it.

    The Story

    The Warframe

    Had a look at this kit and man the whole justice gauge is a bit to restringent and the skills aren't overpowered enough to justify how hard they are to cast. When I play garuda with a skill that hit thought wall with a radius of 25 meters it takes me 10 minutes to get Molt augmented fully stacked so on a opmist point of view this warframe gains 750 justice in 10 minutes with roughly translates to 1,25 justice per second. I know there is the shield gate feature but given that every Chroma complain about his damage buff I don't think it helps that much . I would suggest to have the skill with cd and allow justice to bypass the cooldown so the frame has higher a baseline effecness. 

    About the skills , my biggest gripe is with the exalted hammer. I would just make a generic melee buff and give the frame acess to a unique melee weapon and more importantly a unique melee stance ( stronger than the average hammer stance on purpose to push the frame to use hammers) . I always said the exalted weapons tend to be killed by the slow March of power creep and the incarnoon bs we are getting vindicated my opinion.

    • Like 1
  17. On 2023-06-10 at 10:19 PM, (XBOX)Fluffywolf36 said:

    This is meant to be sort of a power weapon for Duviri. Landing repeated melee hits (or headshots with the sirocco) increases your reserve ammo for the weapon, up to a total of six. O

    I'm a sucker for "gameplay costs " and I love this effect.

    About the visual, .an I think you nailed the Sirocco visual style.

     

  18. 11 hours ago, zygiulez said:

    1st ability: (Added) Affected enemies will inherit the highest active heat proc inside the Maelstrom of Flame.

    Instead of adding all existing heat procs as you had suggested, I made it so that enemies will instead inherit the highest active heat proc inside the Maelstrom of Flame. This is to prevent excessive aoe damage, as this would surpass single target damage the more enemies there are. However, this change will bring the aoe portion to be just as strong as single target damage.

    adding the procs would create exponential scaling , good change.

    11 hours ago, zygiulez said:

    2nd ability: (Changed) Health siphoned changed to 35 instead of 30. but no longer increases on enemies affected by heat procs. (Added) Each blade has a 400% chance to proc heat.

    Siphoned health is no longer increased by enemies affected by heat because the ability itself actively procs heat. Instead, the amount of health siphoned has been slightly increased. The blades have a 400% chance to proc heat instead of the suggested 500% because I thought it was slightly too much, especially considering other methods of applying heat procs, as well as the extra chance to proc heat on enemies that are set ablaze. Furthermore, strength would also have an effect on this.

    good changes

    11 hours ago, zygiulez said:

    3rd ability: (Changed) 90% damage reduction to self and 50% to allies is changed to only apply to projectile damage. Damage reduction cap changed to 95%. Allies will receive the full effect with no less efficiency, but no longer retains the effect outside of its range. Instead, that mechanic is moved to the ability augment. (Changed) Enemies within 8/10/12/15m no longer take 150 heat damage/s with 200% status chance. Enemies now take 70 heat damage within 15m, setting them ablaze. 30% chance to proc heat with every subsequent status proc on enemies set ablaze, similar to secondary encumber.

    yep 

    11 hours ago, zygiulez said:

    4th ability: (Added) Added an internal cooldown of 0.5s.

    This is to prevent the ability from over-excessive activation.

    okay change

     

    I quite like the final result quite neatly packed kit that scale well but not still requires the player to play the game. Also centering the basic kit around heat proc made her really synergistic without requiring the usual bandainding with this skill does x if the enemy is also affected by Y skill. She also opens up a few new modding avenues.

    • Like 1
  19. 55 minutes ago, zygiulez said:

    Sounds good. Although, the projectile dmg reduction will have to be capped at 90% like everything else in the game

    Nah projectile only is 95 ( mesa presedent) , she even get free bombard missile defletion for reasons.

    Zephyr arguably has 100% DR for projetiles.

    I suppose de allows this because stuff like aoe damage , lingering effects , eximus skills and the occasional melee teleport unit can still get you.

    But use the cap you think it's right.

    55 minutes ago, zygiulez said:

    assume you mean the skill would apply a unique debuff on enemies (the new status mechanic)

    Exactly,  I was just using more flowery language than straight up game language.

    But it does apply a miniscule amount of initial damage for the sake of thematic cohesion , because the enemies are set a blaze it has to do initial damage on the range of 10 to 50 damage a second.

     

  20. 18 hours ago, zygiulez said:

    Edit: in response to "btw saw it over reddit people seen passionate over it."

    Yeaaa, it definitely seems to have gotten more attention over there. I had to do some explaining about the similarities with Liger's work in the beginning tho. Also, thanks for all the feedback and ideas you're providing.

    Edited 15 hours ago by zygiulez

    You might make it into prime time. One of my concepts got there once 

    You can also try twitter but idk what you use your profile for so there that.

    Kinda feel like your post could have went a way futher , maybe the timing of the post wasnt that good ( reddit is all about getting to first on hot and upvots increase really fast when you get there ) . I felt it was similar but just tought it was me thinking fancy coats are liger territory. I really feel like any fan concepts has to walk on the tight rope of looking too much like a style that exist in warframe and not looking like a warframe. There are even tool to analyze that

    https://dashboard.laterforreddit.com/analysis/

    this one to be precise 

     

    18 hours ago, zygiulez said:

    Life strike and a gun blade also restricts your arsenal choice. Even with a regular melee, life strike takes up a mod slot and requires heavy attacks, which the 2nd ability provides efficiency for, but also at the cost of the blades themselves, leaving you with less life regen from them. This also encourages active use of the 2nd ability as it only has 4 total uses. Life strike will also work without combo, but then that weakens her 1st ability. Additionally, life strike heavy attacks require you to hit enemies, which is really not that different from gyre's cathode grace, except instead of needing enemy kills just to sustain an ability, you only need to hit them. And once again, regular mods do not affect the health drain and cost of her 4th ability, only the exclusive ones, which also usually weaken the ability in exchange for better health economy and vice verca. Arcanes help with the health loss, but they aren't able to completely counteract it. Molt reconstruct would probably be one of the better ones,  but the point is that healing arcanes are less effective in general and it forces you to at least use one arcane slot to regen health. There are many ways to regenerate health, and the point of the health cost and drain isn't to heavily burden the player to the point where even arcanes aren't enough. Would it be wise for Nekros' despoil augment to drain more health because "he can keep it up indefinitely"? No. However, maybe we can include a maximum time the ability can be active, needing at least a recast every once in a while. Perhaps something like 20-30s.

    i dont really see a reason to have a maximum duration on channel skill. No need for a compromise. If you think 100% uptime is reasonable for this buff its fine , most buffs in warframe are up all the time. I just personally like "gameplay" cost or unique resourse cost more than dealing with the standard energy cost or the occasional health cost ( gorumand grendel and garuda). 

    18 hours ago, zygiulez said:

    I don't quite understand why you want to move the heat procs to the 2nd ability though, especially when they would be more unreliable in spreading heat to enemies you want.

    I'm just putting it there so it sets up the one easily. I'm assuming they work like xaku guns and attack on sight , so the blades would attack as soon as you see and enemy and by the time you cast the 1 there are 10 procs on the enemy boosting the damge of the skill by 200%. 

    18 hours ago, zygiulez said:

    We don't need more aoe since her 1st ability already has some aoe, and heat procs themselves do not do a lot of damage, unless you mean it absorbs damage done to enemies affected by heat procs? I think that's too overloaded

    it meant to take the damage the would have done and deals it on the aoe.  about it being overloead its about is loaded as gara 2.  gara too is more anoying to set up but has permanent damage  while this one has a lot of damage fast but burns out quick.

    18 hours ago, zygiulez said:

    You have to remember this ability also grants huge damage reduction to herself and allies, which is already really strong. I don't know why you are fixated on adding more damage. Do you genuinely not think her kit already has enough? I liked your previous idea about fire procs spreading on melee attacks rather than just instantly applying on the 3rd ability much more. 

    The damage reduction for allies is not really that good. The self protection ( i'm assuming it caps at 90%) its a 10 times boosts at survivability to self , the allies buff is 50% so it's only a 2 times boost in protection. So here my sugestion for a complety reworked version that does synergizes better with her fire proc stick 

    On 2023-06-06 at 9:11 PM, zygiulez said:

    Flame Bearer. Cost - 75 energy. Aldrnari surrounds herself with protective fire for 15/20/25/30s, reducing incoming damage to by 55/60/65/70%. Allies within 8/10/12/15m also receive 50% damage reduction for 100% of the remaining duration, even after leaving the radius. On the other hand, enemies within 8/10/12/15m take 75/100/125/150 heat damage/s with 200% status chance. While Logi is active, status chance increases to 400%.

     

    Augment: Piercing Flame. While under the effects of Shield Bearer, melee attacks are empowered with 70% armor penetration.

    Flame Bearer -  Aldrnari surrounds herself with a blazing hot flame melting away enemies projetiles (reduce incoming damage from projectiles capts at 95% ) and setting enemies Ablaze. Enemies set ablaze by this flame can be rekindled by any status effect ( whenever there is a status proc , there is a chance of forcing a fire proc )

    Augument Torch Relay – Allies inside Aldrani aura will also emit a copy of it ( copy last until the original flame goes out )

    This version doubles down on the fire proc stick and makes the kit work even without modded fire damage anywhere. Also makes allies able to help her without using fire mods and allow even their skill to feed the fire

    This version can probably go back to 15 meters radius because it just debuffs enemies and its initial damage can be set to 

    Think of this effect as a mix of arcane incumber and hunter munitions , it proc on any status effect (instead of a crit ) and proc fire (instead of slash )

    Note: just a not on the wording , allies inside the aura also take reduced damage from projectiles , if you dont want the effect to be to stong you can make the effect get a fall off from its point of origin.

  21. 21 hours ago, zygiulez said:

    Imagine if we added even more damage onto the ability with her passive on top of everything I just mentioned. Also, 1 million stored damage would NEVER make it past DE 😂

    Man, in warframe damage abilities are balanced around how easily and how fast the spit out their damage , not the total output. Case in point

    this bs right here is on the game and people are more concerned over saryn and mesa because their damage is faster.

     

    btw the radius of the nuke is like 25 meters

    The thing is garuda rarely gets 95% of the damage done on a mission because her damage requires setup.

    The other thing you have to remenber when desing a damage ability is , you what also deal 1 million damage , the next ceramic dagger swing that has no energy cost and probably faster "casting time".

    21 hours ago, zygiulez said:

    sort of understand what you mean, but I'll just remove the extra heat status increase from the 3rd ability while the 4th ability is active so that it only affects the 1st ability. I just don't see it in the same way you do. For some reason, you seem to view it as similar to equinox changing forms, thus altering abilities. But the way I see it, it is just the mechanic of the 4th ability. After removing the extra heat status to the 3rd ability, it would not alter any of the abilities at all. You deal direct damage with any weapon, and it deals an extra instance of damage to the affected target and 4 other targets in range. I don't necessarily even have to mention the 1st ability in its description, but I wanted to be clear that the 4th ability would affect it - just as Mirage's eclipse would affect exalted weapons. And I also disagree that a simple damage buff would be better because it isn't the same thing. Firstly, the 4th ability gives a small aoe mechanic, spreading weapon damage to other targets. Second, if less than 4 enemies are in range, single target damage goes up significantly. And lastly, it is another seperate damage instance like Xata's whipser. Although, I might be misunderstanding here. Just to clarify, are you talking about the ability itself or the mods that can alter the ability? Because if you are talking about its exclusive mods, it in no way affects her other abilities. The changes mainly alter the 4th ability itself other than the universal buffs to melee weapons (which do not affect the first ability because attack speed and attack range have no effect on pseudo-exalts).

    I will be rather blunt with what I'm trying to get at , if you can be "super sayan "all the time you kind a forget the base line and as is a simple life strike and gunblade can make her super sayan all the time. That's why deing wise my favorite buff on the game is gyre cathod grace becasue there is a genuine risk of it not being up all the time and the risk is related to gameplay not the modding screen. That's why i sugested the hp removal mechanic because you cant add it back with modding and eventually the player has to return to base. 

    21 hours ago, zygiulez said:

    ou have piqued my interest with the passive. However, it's not much of a passive if it specifically only affects her first ability. Sure, we can make it buff the damage of her other abilities as well, but those abilities aren't even designed to do dps in the first place. The option would then be to have it affect all her abilities in different ways, which I do not find to be desirable in this case as it overcomplicates her kit, especially since a passive like that requires abilities to be designed around it - not the other way around. In addition to that, a passive like that would require me to remove the extra damage per heat proc effect from her 1st ability. This is because there would simply be WAY too much damage going on. And removing the heat proc effect would render the heat procs from the 3rd ability useless. The frame would be able to buff her 1st ability dmg into oblivion from loads of heat procs that give +20% dmg each, her 4th ability giving an extra 1.25x instance of damage without any strength mods when Xata's whisper only does 0.26x at base, heavy attacks (which doubles the base damage, benefits from heavy attack mods like killing blow and 2x effectiveness from crit chance mods, combo, deals even more damage per second on top of the initial hit with the maelstrom of flame aoe, AND heavy attack damage is also increased by 2x for each blade shattered on her 2nd ability), and it can also crit. There are already way too many damage modifiers. Adding yet another damage-buffing passive only catered to that ability on top of all of this is just insanity, overkill, and outright unbalanced. That is what I meant by it being damage on top of more damage. Although, now that we have been discussing the passive, I am starting to feel like the current passive isn't cutting it either so I'm still open to ideas.

     

    I kind need to redo the passive and rework to fit the whole kit. Somthing like storing the heat procs themselves instead of the damage so the quantity of heat procs is a more resonable number to change the unitlity of skills and the damage of the procs for the damage skills. 

    21 hours ago, zygiulez said:

    I think this alone could serve as a good solution instead. The whole idea of your passive is to "melee to fuel high aoe damage." Then having the activation effect of the heat procs on the 3rd ability be tied to the melee attacks would do just that. We can adjust the % of damage increased by heat procs if need be. Single-target damage would still be higher with a heat primer, but that's to be expected. Aoe dmg should not do more dmg than single target dmg in most circumstances. 

    As I already stressed it maters more how fast and easily the damage is aplied than how much damage, Another case i can raise is mesa peace makers where buffed damage wise after launch ( like they could fire at any target on line of sight of mesa instead of the reticle we have now ) 

     

    21 hours ago, zygiulez said:

    Furthermore, instead of adding another damage buff, perhaps her passive could apply heat procs twice on application? This would not add another damage modifier, but increase the effectiveness of the existing one (1st ability deals more damage per heat proc on the enemy) and buffs the aoe portion due to melee attacks being able to proc heat with the 3rd ability. Single target damage is also increased due to heat primers applying way more heat procs. How does this sound? I think these would make a pretty good change.

    its a good idea but lets go back to the orginal idea , here my break down on changes for each skill 

    Passive 

    as is 

    1. Tap as is 

        hold is treated as charge attack ( she both has enougth  combo generation and effiency to afford the combo use and could get somo use of the charge attack mods). 

        flame mailstorm shares the heat procs of all enemies hit ( on impact if there where to enemies 1 with 10 heat procs and another with 100 after the impact both will have 110)

    Edit: it's better to just spread the procs from the main target to avoid exponential scaling on a second cast so in the example both enemies would have 100 procs after the first cast.
        

    she is already has a charge attack angle migh as well embrace it 

     

    2.  Fallen Blades 

    add a 500% status chance so they can help set up the number of fire proc stick 

    Edit: the status chance is for the blade swings themselves not the charge attack buff

    3. Flame bearer 

    Radius Reduced 

    killing an enemy inside the damage radius wil absorbt the heat proc and dish it out on the next 3 seconds.  ( this portion of the aoe cant proc heat to prevent damage scaling off the roof  limited duration overheat effect like 3 seconds of hight damage pulses) 

     

    4. dunno 

     

    it works , it scales well and doesnt go on a new tangent , she  has a rather powerfull combo of using her 2 to proc heat , 1 to create a strong proc and the 3 to S#&$ it out on aoe. 

     

    btw saw it over reddit people seen passionate over it.

     

     

     

  22. 9 hours ago, zygiulez said:

    ood point. I do agree that the range might be slightly too high, but I think the fix is just as simple as lowering the range a bit rather than the on-hit melee effect you are proposing. My thoughts on that change are that if the frame needs to go into melee range just to proc the effect, there would be no point in it having any meaningful range whatsoever because you are already in melee range. Since the purpose of the heat procs is to buff the first ability, the unique "ranged" melee aspect of it would be defeated (because she throws the axe). Furthermore, requiring melee hits defeats the purpose of the heat procs in another way; you are already doing damage to the target and they'll probably be dead by then (if not a tougher unit like an eximus). Don't forget there are also primers that are able to apply lots of heat procs in a short amount of time which most people would probably rather do than melee. If anything, I think the heat procs from the third ability are a convenience more than anything. At least, that's what I think. If other people agree with what you're saying then perhaps I'm wrong.

    there are mutiple enemies group on a given fight so this on melee hit restriction servers to both enforce the melee nature of the skill but it also makes it situationaly stronger because a swing can hit mutiple enemies and send a lot of damage waves. If you also go with my passive idea tham its there to limit aoe nuking

    9 hours ago, zygiulez said:

    understand your concern, and I had the same thoughts as well, which is why I specifically stated that the cost of the ability and the health loss is not affected by regular mods. Rather, they can only be modified by the special mods provided for that ability. There are even some effects that increase the health cost in return for armor penetration. And even with a maxed arcane reaper taking an arcane slot, you will STILL be losing health. Arcane grace is another story, but it's a conditional chance activation, which isn't always reliable + it is not exactly the easiest to max. Unless we're talking helminth with gloom or camping using Garuda's alter/Trinity's well, I think the health drain with the max health penalty would still have a decent impact. I think the role of the health drain isn't necessarily to heavily burden the player, but to keep them aware of their health and the need for some sort of healing. The 2nd ability provides healing but it's necessary to break the blades in order to use heavies efficiently, which lowers the amount healed. Currently, with no changes t

    i play garuda with molt reconstrut so this might bias my view of health cost given that i go from 2 health to full hundreads of time in a given mission

    9 hours ago, zygiulez said:

    By this, I assume you mean how I deliberately listed the first ability as being able to activate the 4th ability. This is only because it's the only skill with any real damage in her kit. Other abilities such as the swords and fire aura do very little damage and would clutter overall gameplay if it also activated the 4th ability, especially since they are aoe and affect multiple targets. Other than that, the 4th ability also works with regular guns and melees as well. 

    is just a matter of simetry , its like if equinox switched form but her 3 was the same on both forms , its odd. if you goal is just to buff her damage output even given her a skill damage buff ( think of roar but just for skill damage ) would be more elegant

    not really necessery but the kit feels more cohesive

    9 hours ago, zygiulez said:

    also agree with this. I think I can just state that it will have its own modding menu rather than relying on a statstick instead, similar to an exalted weapon. This will allow for a good melee weapon in addition to her first ability. However, this also means rivens will not be able to be used. Idk how everyone feels about rivens but they definitely make the pseudo-exalts much more powerful. 

    its a current game problem not your frame desing problem. I just really dont how to aproach the current modding landscape with two forces pulling on completly diferent direction. 

    9 hours ago, zygiulez said:

    understand. I thought it would be an interesting utility passive since it allows the frame to gain combo even without melee (or even faster if you combine its effect while using a melee), which would be especially useful in shorter missions or if you have to go out of your way to gain combo. My idea was that it would be a simple but useful passive that would benefit any melee weapon, basically acting as a free relentless

     

    A bit weird on my part but I read it as the sibear passive additional combo chance on enemies affected by heat. I've read your concept late at night so missed a few things. Made a quick test on the simulacrum and this passive probably allows her to skip the melee weapon all together as a way to build combo. ( tested ot with an atomos amd a magazine dump does 100 procs of heat per enemy and hits like 4 enemies per beam so its a full combo )

    9 hours ago, zygiulez said:

    I'm not sure how I feel about the new proposed passive. How should I say this? It feels very limiting and not very useful...it's just more damage on top of more damage in addition to requiring kills when the kit already has damage buffing abilities such as the heat procs and the 4th ability. Although, it gave me an idea to perhaps move the '

    Very limiting , yes but that is the point of that one. The point is melee to fuel high aoe damage. Trust me even with no expecializied modding this makes her skill do hight damage. Here the math 

    30% of your total damage creates a proc thar deal 90% of total damage of that melee hit is stored. Also due to this way of working it store the pre mitigation. So if you are running around with your incarnoon ceramic dagger your 1 million damage charge attack hit will be store and than you can use it on a aoe skill. With expecialized set ups with bane mod priming and stuff like that her damage skills could be pushed really far and the best part is you can't automate the play style because the skill are aoe but you can only fuel them by going in.

    edit: it can be pushed way futher by having fire damage on the weapon itself and with bane mods on your secondary for priming

    9 hours ago, zygiulez said:

    personally don't think automation/casting and forgetting is a huge issue, given how the 1st ability combined with the 2nd ability are pretty active in nature. Briefly deactivating the 4th ability would also give time

    Trust me I've played this game since update 7 and the nerf hammer comes quicker for a fire and forget frame than a God of infidelity scaling aoe true damage. For example Excalibur radial javelin has a Los check because of farming ( really old strat at the dawn of nulifiers ) but garuda balls don't have one ( despite way higher damage output ). Even stuff like equinox 4 never got hit by a ner hammer while stuff like absorb got nerfs because you could automate infested mission with a dual nix strategy 

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