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ZiltoidiaAttacks

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Posts posted by ZiltoidiaAttacks

  1. 19 minutes ago, Eldritchkitty said:

    Yes, exactly, this is why I keep saying it seems like half a skill.

    That could work, or an area buff/debuff for enemies and allies, it'd be unreliable if it just exploded corpses because it'd depend too much on enemies being near them. If it provided bonuses to Nekros and his allies though it'd make him a decent support frame. 

    Maybe it creates a small AOE floor trap, for a duration, using the special effects i mentioned, with groping arms and hands reaching out of the ground in the energy color of your frame.  The floor trap slows and deals DoT cold damage (grave chill), while vampiraclly restoring either life or energy to Nekros, and his Shadow Army (depending on if you're using the augment or not), of any enemy struggling through it.  Thats MUCH more 'necromantic', don't you think?

  2. I came up with this rework while posting in another zephyr rework post, and have since refined it with some more elegant combo'ing ideas. I thought I'd post it on its own here.

    REWORK (edited with refinements, more thought, from OP on 8/22/16)

    Tailwind: 

    1.  Have Tailwind be more aimable like a bullet jump, but even in the air and not subject to the falling vector, like bullet jumping in air is (if you're already descending in the air when you bullet jump, it bullet jumps in a downward direction).  Even with both feet on the ground make the Tailwind direction where the cursor is pointing, instead of a straight upward boost.

    2.  Have Tailwind toss enemies up into the air, just like 4-6 meters (not as high as Zephyr would be, imagine them just below her feet if you use it at a 60-degree from horizontal angle), and toward Zephyrs direction. But, not strong enough to send them flinging past Zephyr, just enough to draw them closer, kind of like an under-handed lob with a softball, or a chipping wedge in golf.  This allows her to hit more enemies, and sets up more enemies to be pulled in by divebombs augment, or bringing them into contact with the bombs dropped in her Tailwinds augment (see below). As well as making it a sort of crowd control, interrupt ability on it's own for things like heavy gunners, large crowds, etc.

    Tailwind Augment

    1.  Augment makes Tailwind steerable, so you can do a complete circle with high-enough mouse sensitiviy (or maybe with wasd keys), or at least a u turn, allowing you to hit a single target multiple times with Tailwind damage procs, as well as making it more useful for maneuverability, and differentiating it from being an 'extra' bullet jump.

    2.  Augment makes Tailwind drop highly pressurized pockets of air blasts, like 'bombs', or 'proximity mines' that fall gently with gravity, slowly like a feather with air resistance.  Slightly faster or slower than Zephyr falls herself.  Depending on what makes it a more  effective combo with my Divebomb rework.

     

    Divebomb:

    1. Make Divebomb a straight vector speed boost like it is now, BUT AIMABLE, even horizontally parrallel to the ground. The way I imagine it,  on a flat surface it would be similar to excaliburs blade dash, or rhinos charge, instead of a guaranteed slam to the ground. The upward aiming angle would be restricted to parallel with the horizon, or lower.  So if you used it while touching the ground with your feet, but up an incline,  it would still impact and trigger almost instantly, but on a flat surface you could travel a bit first.

    the impact damage AoE procs on the first thing contacted and sends the sonic boom from her dive continuing past her and the point of contact (enemy, ground, or obstacle), but with the same direction vector. The spherical AoE would deal damage, and enemies beyond the damage AoE, but still in line with the vector of the sonicboom would be at least staggered (impact status) or knocked down (blast status). 

    On contact Zephyrs movement burst would stop and she'd rebound, bouncing the frame back and up a bit, like hitting an enemy with Sonic in the classic SEGA Hedgehog simulator.  This would allow rapid spam of the ability, without having to jump again or use tailwind.  I imagine a little back somersault animation leaving her in a standing, spread wing orientation, like when she's free falling.

    Divebomb Augment:

    1. Like the current augment, Divebomb sucks in nearby enemies, but with a stronger hold, like Mag's bullet jump sucks in and drags loot at her feet. So the enemies don't fling past the frame and go flying off.  Divebomb also suck's in the pressurized air blast bombs laid by Tailwinds Augment, but with a little less velocity than enemies, so that the enemies collect first, and than the bombs collide on top of the pile of enemies.  Enemies behing dragged behind her don't stop Zephyr or proc the impact damage from divebomb, but the first obstacle, enemy, or surface not affected by the augments drag, procs the original divebombs effect.   This would send all the enemies and/or bombs being dragged behind her shooting in the direction of travel along with the sonic boom. 

    Tornado Augment:

    1.  Make each min-nado lock onto and move toward the nearest enemy and on contact levitate them just off the ground, sort of like Trinities life leech or Mags magnetize.  Enemies levitated like this, and hit by Zephyr's reworked Tailwind or Divebomb ability (which can be aimed parallel with ground level/horizon) are turned into 'Divebomb's' themselves, inheriting Zephyrs direction vector, and proc'ing the same impact AoE damage and knockdown gust, when they come into contact with another enemy or obstacle.

     

    These changes will make zephyr a much more maneuverable and controllable frame while in the air, which should be her specialty since that is her theme.  It also creates a combo that lets you do an effective disable/crowd control/aoe attack.   By lobbing the enemies into the air with tailwind and dropping floaty air blast bombs, than bringing them all crashing together and stacking the aoe damage as you pile drive them down onto a stack of air bomb blasts and divebomb impacts.  It also makes the skill 'ceiling' of using her higher, and more rewarding.  And how fun will it be to use a Grineer bowling  ball to blast down a crowd of Grineer bowling pins using her newly augmented ult!

  3. 4 minutes ago, Eldritchkitty said:

    My biggest issue is that it only gives a small loot increase, and it makes it feel like half a skill in my eyes. I'd be fine with the nerf if they gave it some actual in-mission utility, Nekros' whole rework feels half baked really, the frame still has wonky stats, meh skills and no clear role in my eyes.

    Maybe they could make desecrate like a corpse explosion.  Where when you desecrate it, along with the small increase in loot/health/energy drops, it does a small aoe blast, gas, or toxin damage, and/or creates a small aoe slow trap like the infested moa's orange floor spit goo stuff.

  4. I like the new Archwing movement, except that it makes the corpus ship levels extremely disorientating.  I feel thats a level design issue, where the levels were designed with an up down orientation rather than the new 360 degree no 'up' in space feel.  So redesigning the corpus tilesets could be good.   

    OR

    You could re-implement the up/down gravity well orientation feel on certain missions, like within the corpus ships that have artificial gravity, as WELL as adding new planet based archwing missions with that setup, where it feels more like a starfox 64 level, where you fly through canyons, do bombing runs on installations, as well as fight off flying/ground units. Alot like the current state of submersible missions but faster paced, and where the camera and the warframe/archwing has a mostly constant up/down orientation.

     

    Withing this planetary bombing run type of mission you could add in  some giant mecha walker enemies for grineer and corpus that are much bigger than the player and take a sort of sequential attack routine where you have to  disarm it, immobilize it, than strike an exposed core or something.  This would give the feeling of being a super agile deadly insect taking down a big human or animal kind of feeling, which would be powerful and cool to play.

     

    Along those lines, in the 'no up in space' missions, where as the corpus ship was the level before, you could make corpus/grineer frigates, dreadnought enemies that are a mini sabotage mission in and of themselves, like the walkers on planet based bombing run type of missions.  Than you have a nice spread of the old up/down orientation missions and the 'no up in space' orientation missions and everybody wins!

     

    Also i think the space fighters and clusters of grineer/corpus attack units should remain in very tight formations with each other, so each fighter squad you have to take down feels more tactical like taking down parts of a whole, rather than swatting flies.  Have the shield dargyns in front and the immobilizer dirges out on the fringes trying to tangle you if you flank, with some slow high DPS glass cannon type units in the back of the formation etc.  This is more AI programming than anything.  I imagine it would make fighter squadrons look and feel more like classic "space invader" groupings of enemies.

     

    What do you guys think?

  5. It would just be kind of a background feature, you wouldn't need to use it, but just like the combo counter, if you need that extra little oomf to get through an armored or  eximus enemy, you can do a cool finisher.  And ddr is awesome, if you bash rhythm games, it means you've never been good at one.  Check out Crypt of the necrodancer to see how it can improve any genre when implemented right. And it's already used in these types of games from everything from Devil May Cry to dark souls, you just don't realize its rhythm based because it doesn't have accompanying bgm.

     

    And if not a good idea for all frames, maybe you could make a time controlling frame or something that uses it as a mechanic, or implement it into melee combos for a new weapon or something.

  6. They should add a special effect to the radius of desecrate where translucent arms/hands stick out of the ground to 'grab the souls' of the dead  they dissolve, in the color of the frame energy.  Otherwise, I really like the changes, it balances nekros, although desecrate should give an additional small health restore when it eats a soul, in addition to his passive.

     

  7. She's 'okay', but her augment mods are highly disappointing.

    Divebomb Rework:  Make it much more aimable and have it go where you're aiming, like the bullet jump does, so long as it's below horizon level.  Give it a distance or duration, power increases speed as well as damage on impact, if you don't impact the ground before the distance or duration, no slam impact effect occurs, it just becomes another flight ability.

    Divebomb Augment:  Change this augment to drop bombs (energy eggs since she's a bird-frame).  Aoe radius efffects bomb blast radius, and power effects damage.

     

    Tail Wind Rework:  Make it aimable like bullet jump, especially while your feet are on the ground, instead of the current version where it just hurls you up if you're on the ground.  Make it activatable even pointing straight up while already in the air.    Make the damage it currently does extend not only to things you impactly direct, but anything directly below her too, along the ground, like a super sonic gust or blastwind coming out of a canyon irl. 

     

    Tail  Wind Augment:  Make it drag any enemies in an aoe of the initial cast point, and any enemy hit by the damage of it get dragged either under or behind, sort of like how loot is dragged behind Mag when she bullet jumps with her passive.  Also make it so that if you cast divebomb within 2-3 seconds of using this ability with the augment, it recasts the dragging ability along with the divebomb flight path.

     

    Tornado Rework:  Give zephyr the ability to lock on melee attack any enemy being tossed around by the tornado, make it an attack where she flies over to them (as long as shes with tornado aoe, she uses it as updraft, it would sort of be like archwing lock on)  make the melee attack slam the enemy to the ground like in a Dragon Ball Z fight, and do some damage in an aoe on where they hit the ground. 

     

    Tornado Augment Rework:  Keep the smaller, more numerous mini-nadoes, but make them stun and levitate an enemy like Mags  Magnetize,  give the same lock on melee attack ability to zephyr where it launches them, but make it a lateral launch, instead of a downward one, since they're already close to the ground.  Have it to damage in an aoe if it impacts a wall or another enemy.

     

     

    All of her ability damage should be Blast type, since that makes the most sense with a wind frame.

     

     

     

  8. Hi, I was playing WF the other day with the music volume off and some sweet beats goin, techno, anime fight music that sort of thing.  And it felt REALLY REALLY REALLY badass to jump, wall jump, roll, slide to the beat of the music. 

    I think it would be really cool to add some sort of parkour combo or something that goes with a rhythm mini-game.  Just imagine some sweet &#! background fight music with a steady down beat, just above or below the crosshair cursor is line, with 4 lines visible at a time streaming from right to left across the stationary line below/above the crosshair, fading out as they pass to the left of the crosshair, fading in from the right of the crosshair, in a cycling continual fashion.  The matchup of the moving lines with the lines on the crosshair cursor match up with the beat of the music. 

    Every time the lines line up and there is a down beat, if you hit either shift to roll, ctrl to slide, space to jump, wall jump off something, trigger flight with the aim button, wall latch, grab and flip over a ledge, it counts as a successful down beat (also doing an action between beats would cancel the combo).  The consecutive number of beats that you hit in a row increases a counter.  Than when you leap attack, stealth kill, slide attack, or cast certain abilities, or fire your gun, the # on the counter increases the power of the unleashed attack.  These would be mostly used in like 2-4 beat combos.

    For example, you see an enemy down a hallway, so from a sprint, you slide on beat 1, roll on beat 2, jump on beat 3, all charging up the parkour combo counter as long as your rhythm is good, than when you're right above him slam attack on beat 4. These could cause energy orbs to drop more, increase loot chance, charge focus bar, provide affinity bonus, focus xp bonus, do extra damage, widen aoe, have a lifesteal effect on stealth kill, or something cool like that where the magnitude of the effect is determined by the rhythm counter.  I imagine wall jumping through rafters back and forth, to the beat, charging it up, and than slamming down on a group of grineer or corpus with a huge fiery jat kittag explosion in a nice little finale.   This doesn't even necessarily need background music to go with, you could just layer a sound effect like a gyro or centrifuge spinning up, and each time you successfully hit the next beat, it spins faster making a higher frequency spinning sfx, and if you miss it, it just spins/powers down.

    You could also use this for platforming gameplay, where successful parkour combo'ing would increase roll, slide, wall jump, jump speed, flight speed or something of that fashion, so that you'd have to jump across some like pond stones that have a greater and greater distance between them so you'd need the successful parkour comboing to power up the suits gyro/accelerater or something to successfully complete the parkour course.   This would bring back the difficulty/reward aspect successful parkouring had before movement 2.0, where you actually had to know what you were doing to get up into secret locations and ledges and stuff, like the elevator glass box room in the orokin void towers, where you can just bullet jump on top off now, where before you had to have some good parkour to get up there to lower the elevator to the loot.

    This might also pair well, or be good to implement with, my idea on making  stance mods more like lens ability grinding. Check it out here: 

    What do you think?

  9. I think giving enemies fast-medium-slow projectile 'missiles' or mines or something that you can bat back at them with a quick melee or a melee mode parry or something would be cool.  Maybe more elite units like the Ogma or something that require to breach the hull or proto-shield with such a reflection.    Also, being able to hold down channeling while in melee mode in Archwing and sprint+afterburn(spacebar) should let you just fly right through a group of enemies like a living cutting laser beam samurai-sword  anime style, where after you flash through them (shiiiiiinnk)  theres a small delay where they kind of disable and float for a little bit and than explode if you did enough damage to kill them.  Kind of like any 1v1 sword battle in anime where they flash past each other and you can't tell who won until one of them splits in two or starts gushing a geyser of blood.

     

  10. So, I really love the operator and the focus ability, and how it allows you to still grind a sort of xp even with maxed frames and weapons.  I think it would make sense with both lore and gameplay to make stance mods have more depth.

    The idea is to give each unique stance a tree that affects the combo's, their bonuses, and a special attack per stance.  Make it late game focus-like grinding for each stance similar to the operator ability and lenses, but this will allow us more customization and use of melee. 

    This also gives the devs an opportunity to make channeling a more valuable and effective part of the game, so that we might actually make channeling builds.  You could add all sorts of buffs on successful combo completion or special attacks when channeling and doing wall, slide, leap, counter attacks. Also I think melee channeling should drain the focus meter not energy, and have it replenish focus on successful kills, or successful combo's, etc.

    Unique parrying abilities, like a gyro-generator that replenishes a little energy on succesful counters and projectile reflections, etc.  Or even have parrying heal shields of allies or something cool like that, lots of opportunity here for ideas.  

    Lore-wise, it makes sense that over time and with use, because the warframe is controlled by an operator  that can learn, improve, and master stances, and retain those skills between warframes and between weapons of the same type.

    Also if the unlock tree gave us the ability to choose between different moves or control the combo's and how they're executed, would be really awesome.
    You could make these a sort of digital 'ninja scroll', type of deal for the item and farming of stances or having to farm multiple in multiple missions as rewards to unlock different parts of the stance skill tree's for purchase with farmed focus xp. 

    Re-doing this at the same time you rebalance PvP would make Conclave MUCH more interesting, especially if certain parts of combos countered or blocked certain parts of other stances attacks/combos, so timing with your opponents attacks is much more critical.  Or if between to animations if you are struck you do a blink strike, or blink dodge, or roll behind the opponent for a finisher, etc, etc, etc.   Also adding to npc enemies melee attacks giving them their own combo's do time, counter, interact with, avoid, etc.

    What do ya'll think, it could go nicely with my other idea:

     

  11. I think a very beneficial function would be to add a hotkey to switch between loadouts while anywhere in your liset, or on a relay, as well as display which loadout name you're using in the esc menu avatar dropdown, and have it switchable from there as well.

     

    I would also suggest you ti loadouts directly to warframes, so each warframe can have it's own seperate 3 loadouts.  This will let us create a catalog of loadouts for various situations.  Thanks for listening.  Critique is welcome.

     

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