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Mr.Mist

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Posts posted by Mr.Mist

  1. Okay, the whole point of crimson branch currently just for trading lich. But should it be more in depth about lich in overall (like requiem, etc)
    So, how about a REQUIEM Vault

    Basically, people can store their copy of requiem, then they get some requiem clan credit (e.g New / 3 dot = 100 cred, 2 dot = 65 cred, 1 dot =30 cred)

    They can also buy requiem, either with same price, or with additional tax.

    To make the market wheel spin, we do need a couple of requiem mod, so, in the building material, just request X number of requiem mod for each mod . (X scales with clan rank)

    Also, clan leaders (or Treasurer, someone with high hierarchy) can trade between clan in alliance too for stocking purpose (not with credit, just normal trade but facilitated not consuming personal daily trade, also available in bulk trading)
     

  2. 8 hours ago, GruntBlender said:

    The lich has resistance and immunity. I propose, when you kill a lich, the damage type that did most damage becomes their immunity, with previous immunity downgrading to resistance, previous aquired resistance disappearing or becoming a weakness. This would force us to keep rotating damage types. The lich would also have a permanent resistance to whatever damage type killed the Larvling. Then they're really our nemesis, equipped to fight and kill us.

    That's one way to do it

    Also, because currently you can "shoo" your lich by downing it 3x. The 1st condition should be more rewarding than letting it escape.

    Maybe.....just pls when it rank up re roll the vengeance ephemera IF they have no ephemera yet , just a little bit is appreciated.

    Currently its 10% on progenesis,and thats it. maybe add 2% re roll on rank up to incentivize fighting.(if i did the math correctly, it adds ~7.76% chance at rank 5)

  3. I agree with most of thing here. I also came up with a suggestion but i already comment it in other discussion

    https://forums.warframe.com/topic/1146922-kuva-lich-rework-ideas/?tab=comments#comment-11199873

    The main thing i want to brought here is because of

    On 2019-11-22 at 9:17 PM, (XB1)KayAitch said:

    - If you've researched all 3 mods and have them in your parazon (in any order) then the Lich should always spawn. Anything else is boring.

    My idea is a bit different because it is also meant to tackle other problem (abandon the lich). This also only solve the "I know exactly the requiem is"

     

    to solve the "just need to figure out the order" problem. I think they can just add 1 kuva lich influence node per planet to have either higher or guaranteed Kuva lich encounter

     

    23 minutes ago, Mr.Mist said:

    New mission node (this WILL act as final encounter with Lich): Lair of the Lich. In this node, it is guaranteed to spawn your lich. to access Lair of the Lich, you need :

    - Lich be at certain rank to have their own Lair (maybe Rank 3 or above to reduce re-roll abuse for drop list hunt).

    - Do it Solo

    - Cost Lich Rank *2000 Kuva to enter it (the number is tweak-able)

    This mode, is basically Kuva Assassinate. You really need to check your parazon because getting wrong this time will terminate the contract. You fight the lich in the boss room Alad V Style, and try your parazon requiem. If you got it wrong this time. The lich will win and absorb the Kuva you brought in the mission cost. But if you win, you keep the kuva and the win drop as usual. This might be the hardest part because it is a new addition: After your dead, add button beside revive, which is give up/abort (or if they wont, you can just suicide 4x). Aborting will automatically go to Lose cut-scene and terminating your contract.

    Here is the fun part, you know that Crimson branch room in the dojo? if a clan mate fail to kill their liches, there will be bounty placed there and anyone in the clan can seal a contract with it (1st claim, 1st get).

    *Note: You can still encounter and Vanquish/Convert like in the current ways. This node will only act as a guaranteed Lich encounter/Abandon

     

  4. Alright then time to drop mine..

    General known Issues i have seen (other than bug):

    A- Dying while guessing the mod is disliked

    B- Parazon mod decays in use

    C- RNG on top of RNG on top of RNG

    D- Some people stuck and can't kill their lich

    E- Player want to Abandon the lich

    F- DE went silent in accepting feedback, still do some fixing tho and i appreciate it

    G- DE probably won't do major changes

    Ideas to tackle the problem, while also considering DE development idea and tweak difficulty:

    Problem A: DE wants this lich to have some "strength" so that it is doesn't look like a glorified grineer. But based on lore and player suggestion i think the best way to implement it is:

    3 battle end scenario:

    I Tenno win, Lich dead, but will be spawned stronger in One way

    II Tenno lose, Lich survive, and the lich will get stronger in Another way

    II Tenno win, Vanquish/Convert.

    How it trggers, here is the sample condition: My lich requiem is RIS, LOHK, XATA

     

    Condition I triggers when tenno use a wrong relic but never use that relic on the lich before (e.g. it is my 1st time  trying XATA on my lich but in the 1st requiem order).

    Condition I Lich Upgrade: Rank Up and become stronger like current way

     

    Condition II triggers when tenno use a wrong relic that they ever use (e.g I use XATA to guess its second Requiem, but because i try XATA previously, i now lose)

    Condition II Lich Upgrade :

    1st order wrong: Gain new damage type resistance

    2nd order wrong: Gain new damage type immunity

    3rd order wrong: Lich Ablity Augment

     

    Condition III triggers when you get the right order and does like what currently in game

     

    Problem B&C:

    Parazon mod decays and RNG on top of RNG. I'm not gonna say it is a well designed one, but i think it is not that bad either. I think i can see where DE wants this kuva lich direction going. Here, i try to see it in the DE's shoes (maybe):

    1.There is only 8 parazon mod, if you only need it once and for all, that would mean the kuva hunter bundle by DE is a major boost and i assume many people will say it is Pay to Progress harder, while currently it is a considerably good booster, the grind is actually not that bad, Why?

    2. Because i think DE wants the game to direct to a strong solid clan based game? why did i say this? With railjack, trading liches, and kuva mod trading, playing this with friends or clan mates boost the progression much faster than solo, but still not impossible for solo players. Why did they do this? I think that a game that is enjoyed with friends/ together tends to give better profit and less boring (totally self observation and opinion based, but maybe this is what DE statistically sees and why they steer it this way).

    3. With clan mountain or moon size, expecting there are 50 people already accessing kuva lich, with trading system, the RNG is actually not that bad.

    4. The grind for the first 1-3 lich might be harder, but after the 4th or 5th, you may already have extra requiem relic, already complete 8 mods, even some of it maybe 1 charge left, but trading for that with your clan mate is easy

    5. And lastly, maybe, just maybe, they don't want this kuva lich hunt to be like -going balls 3 hour grind straight- thing but be a bit more -take your time- thing.

     

    Problem D&E:

    Alright, i'll make this one short. But this idea gonna totally make DE develop ways to Abandon Lich. This Solution is in  the pretty good story/lore wise side but gonna take some development time:

    New mission node (this WILL act as final encounter with Lich): Lair of the Lich. In this node, it is guaranteed to spawn your lich. to access Lair of the Lich, you need :

    - Lich be at certain rank to have their own Lair (maybe Rank 3 or above to reduce re-roll abuse for drop list hunt).

    - Do it Solo

    - Cost Lich Rank *2000 Kuva to enter it (the number is tweak-able)

    This mode, is basically Kuva Assassinate. You really need to check your parazon because getting wrong this time will terminate the contract. You fight the lich in the boss room Alad V Style, and try your parazon requiem. If you got it wrong this time. The lich will win and absorb the Kuva you brought in the mission cost. But if you win, you keep the kuva and the win drop as usual. This might be the hardest part because it is a new addition: After your dead, add button beside revive, which is give up/abort (or if they wont, you can just suicide 4x). Aborting will automatically go to Lose cut-scene and terminating your contract.

    Here is the fun part, you know that Crimson branch room in the dojo? if a clan mate fail to kill their liches, there will be bounty placed there and anyone in the clan can seal a contract with it (1st claim, 1st get).

    *Note: You can still encounter and Vanquish/Convert like in the current ways. This node will only act as a guaranteed Lich encounter/Abandon

    Lastly Problem F&G :

    Well, i'm not gonna white knight DE nor gonna do the opposite way. All i'm gonna say is, for both parties.

    Remember, we all lift together, as developer and community. Our relationship here is mutualism, so i hope both parties support each other.

    To us, the community, DE won't be able to please every single one of us, and the course DE wants OUR beloved game is for them to DECIDE, we as community may give our feedback as a direction, but in the end, DE is the "driver" of this journey

    DE, you all done great things, TOGETHER with your community, otherwise this game ain't reaching this current state. Everybody makes mistakes, but the best of them is the one who grow better from the mistakes they did.

     

  5. All things behind, let's talk about parazon finisher.  I know it is basically okay, and there are more urgent things to do. I'm just here to put my ideas before its dissappear. Let's all get crazy and put your imagination. 

    Back to the main title: Parazon personalized finisher. As you can guess, this is intended yo give parazon kills a bit more flavour into it. And here is the suggestion 

     

    Type A, the easy way:  We can loosely categorize wargrane into tanks, stealth, etc. Having frame like rhino, hildryn, or grendel doing the current move of parazon kills isn't that fittings. So tge easy way is to categorize based on the frame style (not personalized enough)  

     

    Type B, the sweet way:  Have the type A implemented, but also having one frame specific parazon finisher style (e.g. front finisher is unique in each frame). This finisher can installed like warframe animation mode (noble /agile) so you can use other frame finisher if it looks really cool. It can also be bundled to current animations.  Here are some example of the movement: 

    Saryn: whipping the parazon to the back, arching to headshot enemy like scorpion tail 

    Mag: pulling the enemies head to her hand, stabby stab, yeet the head 

    Inaros: strong gut stab, but then scarab start spawning in and kill the enemy.   

    So what's your ideas of your favorite frame. Reply down below

  6. 13 minutes ago, Amerikanovich said:

    Or, you know, it could also be because none of the ~10 people active in trade chat at the moment are interested in what you're selling, which is why you have to keep refreshing it in case someone shows up who is looking for what you have...

    Don't see why it shouldn't be in the game, although I imagine it's to stop people from using keyboard macros to spam trade chat all day afk by just inputting "up + enter" every 2 minutes.

    well if you copy it from notepad, you can just ctrl+v, enter. that adds like 10 sec prep time for all day macro, so if they really wanted to do it... it is easy. On the other hand, regular seller is the one who need the feature the most

  7. 1 hour ago, FoxFX said:

     

    I can see in a balance design that is may appear a bit too much. The whole quiver thing would mean that in some way the wall effect would be omitted if DE would implement it. It also seems you added a hard counter to nullifiers which I feel would be the last thing DE would make a Warframe ability do at this time.

    Having the ability be some ammo regen could give Vauban some appeal especially if the ammo regen provided something else for each ammo recovered.

    the possibility i place is not quiver like ability.. but like apply one or two things from those possible effects

  8. Here is my suggestion on defensive/support ability:

    #Ability X* : Fortified Station

     

    Deploy 1/ 2/ 3/ 4 station kit (Fortified Bubble) which have the following effect: (May choose one, some or all of them.....)

     

    -Damage reduction on all allies inside

    -Deploy a rampart-like turret (player controlled)

    -Allies inside the station is immune to knockdown and immune to nullifier bubble

    -Ammo regen (including Archgun ammo and Rampart)

    -Somehow Upgrade Air Support deploy ( Mantis Med tower: Heal energy, Xiphos Sentry: Upgraded version, Scimitar carpet bomb: will be recasted every X second, Liset Hack: ????)

     

    Augment (provide mobility): Vauban can dash or teleport between station if there is nothing blocking the path from station A to station B

    * The level of this ability is based on how many or what effect is used

  9. 1 hour ago, peterc3 said:

    Slash is only in a good place when you are modding and you have to actually think if you want to mod for it vs. Impact vs. Puncture. If the idea doesn't do that, there's no point to any work happening.

    For Now, Slash is good with the mod build around it and with some particular weapon. But is it the same for Impact and Puncture?
    It is the same as saying critical is only good if you build around it. For many of weapon it is the way it's meant to be....

    This ideas come for impact and puncture with a lot of tweak points, to make sure they find the balance and did not introduce the meta, and yet it must also be as good as "if it is build in a particular way" and not to be strong with a basic weapon stat (or built in a different way)

    1 hour ago, peterc3 said:

    they have to demonstrate they aren't just trying to game the system

    Enlighten me on which part did i try to game the system

    49 minutes ago, (XB1)GearsMatrix301 said:

    There’s nothing wrong with impact procs. It stuns an enemy and prevents them from shooting for a second.

    If you think so... but the fact that people don't go for it, even having some riven to reduce it just to make slash proc more is a sign for a buff i think...

    50 minutes ago, (XB1)GearsMatrix301 said:

    Puncture in the other hand does need to be replaced entirely tho I don’t think your ideas are the way to go with it. 

    Well... I admit it is a bit too complicated, but hey... another idea to be think of...
    Let's just hope they implement the best for the sake of the community

  10. A puppet warframe, with Sewing theme, and your own exalted puppet (not very mind control centric)

    It is an old post tho and archived... Should it be revived? and How?

  11. Nice concept, but pretty hard to be implemented on every ragdolling (Paracesis and Gram Prime will be lit, Also Kestrel will be top tier). But i make a whole post just now about new Impact and Puncture Proc that i add this mechanic to Impact Proc new knockback (credit to you)

    Check it out here, you might like it:

     

  12. There is no doubt that Slash is currently the ONLY useful proc from 3 I/P/S basic status chance. That is the motive in proposing this buff. This is only a discussion about the Proc, and not using type effectiveness in account.

    Let's talk first about Slash

    1. Slash Proc:

    Bleed: DoT for 6 s (7 Ticks) based on the damage dealt , Does Synergy With Viral (50% Less Health) and greatly affected by +status duration (more tick = more damage), have a special Hunter Munition Mod (because if hunter munition proc impact or slash, it would be straight to the trash bin)

    This makes slash easy to apply, easy to understand, minimal Utility, Maximum Damage. No need for Buff , and please don't nerf.

    For the other 2 Proc, I intended to make it have more utility and more useful (especially in higher level mission) with a bit  more complexity

     

    2. Puncture Proc:

    Current: Weaken ( 30% less damage to enemy with the status for 6 Sec)

    • Pros (for the proc only): Duration Can be prolonged
    • Cons: Low Level enemy will still deal minor damage, high level enemy if not one shot, will still be 2 shotting

    Proposed idea:

    • Puncture Proc will have different Effect based on body part that got hit by the proc, Imagine punctured in the feet will slow you down but not weaken your attack, right?
    • Moving Limb (foot): Move Slow, Reduce movement Speed by 30% for 6 Sec
    • Weapon (the gun/melee): Jammed (like Mesa's Shooting Gallery) for 4 Sec
    • Attacking Limb (arm): Either Slow ATK speed or Reduced Accuracy for 6 Sec
    • Head/WeakPoints : Armor Ignore, Damage Dealt will ignore 50% of enemy armor, no duration (Only that shot)

    With these, Puncture will be balanced utility and damage (for headshot only)

     

    3. Impact Proc:

    Current Effect: Knockback (Pros/Cons:That's it ??)

    Proposed Effect (Inspired by Shattering Impact):

    • New Knockback* + Permanently Add 1 Fracture* Stack to enemy
    • Fracture: Reduce Enemy Armor by 6 (Not Base Armor but Current Armor)

    *New Knockback (idea credit to https://forums.warframe.com/topic/1050525-damage-concept-force-damage/):

    *Knocking enemy back by (FIXED meter (depend on mission, reduced gravity, and archwing) with a high force based on damage dealt.Stop on contact with physical object and the force will be translated to damage (calculated from force and enemy mass(the mass can be scaled with level, so it will still be useful). If stumble to another enemy, the damage is split.

    This makes Impact proc become at par with other procs, with the focus on utility. Also i gave it Synergy with Blast. (Because you know... blast is also meh)

    Additional Notes because of these change:

    • Blast Proc:
    • New Blast = Current Effect+Shatter
    • Shatter: Remove every stack of Fracture, Remove 3 BASE Armor For every stack removed
    • Shattering Impact: Impact proc by Melee Weapon Will do Shatter (no need to Blast)

     

  13. Pretty cool idea... Maybe some number tweaks needed.. The one caught my attention is augmented stance.... Current Melee is pretty boring with either repeated EEEE, or spin to maim. I also got an Idea for the channeling i posted months ago, ill copy the main idea here for convenience:

    How this Idea of Melee Channel work:

    1.Channeling Bonus Damage is ditched (Channeling Does Nothing at all)

    2.New Melee system got 1 Stance Mod, 8 Mod Slot, and 3 Channel Slot (Or More, because you still gonna be capped with mod capacity)(Maybe Unlock Channel mod slot with forma)

    3.The Channel Slot will be activated only when u use channeling

    3. Channel Mod slot 1 = +4 energy/hit,Channel Mod slot 2 = +5 energy/hit,Channel Mod slot 1 = +6 energy/hit

    *If you use 1 channel mod slot,you need 4 energy/hit Cost, If 2 you will use 9 energy/hit Cost, and if 3 it will be 15 energy/hit Cost

    5.Melee Efficiency work the same way, and mod with "While Channeling" Or "+ Channeling damage" can only be placed in channel mod slot

    6.Corrupted Channel Melee Mod (Like life strike, etc) can have new Mechanic such as (Need to be at Channel slot 2 or more), or use - efficiency as before

     

    This will benefit in many ways, for example

    1.you place Primed reach in channel slot, so regularly you attack with normal range, and if you channel, the range will be amplified,

    2.Putting Blood Rush in channel slot, so you will channel after you got high multiplier

    3.Condition overload in channel slot, so you need to channel when enemy got so many status

    4.Elemental mod, so your weapon will change the element if you channel (in basic slot got electric, in channel got Toxic || regular attack electric, channel attack = corrosive)

    *Note: Because of Channel Bonus damage is now gone, mod +channel damage like Killing Blow and some other might need to be readjusted

  14. So.. i have this kind of idea

    What of you can combine 3 forma + 1 mod, than that mod will be permanently embedded to the qeapon base stat (yes the mod will not be usable to other weapon) (And yes, they need to make forma less frustating)

    This will be only limited to weapon, the mod must be full endo and not riven, and you cannot equip that same mod to the weapon

    The other idea is for melee (which i already make a post) to keep channeling stays. Make channeling activate an extra mod slot (1 stance slot, 8 mod slot, 3 channel slot)

     

  15. Well, I know Melee 3.0 is coming soon, and Melee Channel might be ditched, but here I am as a Channel builder (Because i love do DELETE!!! the enemy), i think there are more to be done with Melee Channeling

    -Currently, Each Melee has 1 Stance Mod Slot, and 8 Reg Mod (with catalyst an max stance with same polarity u get 70 Mod Capacity)

    How this Idea of Melee Channel work:

    1.Channeling Bonus Damage is ditched (Channeling Does Nothing at all)

    2.New Melee system got 1 Stance Mod, 8 Mod Slot, and 3 Channel Slot (Or More, because you still gonna be capped with mod capacity)(Maybe Unlock Channel mod slot with forma)

    3.The Channel Slot will be activated only when u use channeling

    3. Channel Mod slot 1 = +4 energy/hit,Channel Mod slot 2 = +5 energy/hit,Channel Mod slot 1 = +6 energy/hit

    *If you use 1 channel mod slot,you need 4 energy/hit Cost, If 2 you will use 9 energy/hit Cost, and if 3 it will be 15 energy/hit Cost

    5.Melee Efficiency work the same way, and mod with "While Channeling" Or "+ Channeling damage" can only be placed in channel mod slot

    6.Corrupted Channel Melee Mod (Like life strike, etc) can have new Mechanic such as (Need to be at Channel slot 2 or more), or use - efficiency as before

     

    This will benefit in many ways, for example

    1.you place Primed reach in channel slot, so regularly you attack with normal range, and if you channel, the range will be amplified,

    2.Putting Blood Rush in channel slot, so you will channel after you got high multiplier

    3.Condition overload in channel slot, so you need to channel when enemy got so many status

    4.Elemental mod, so your weapon will change the element if you channel (in basic slot got electric, in channel got Toxic || regular attack electric, channel attack = corrosive)

    *Note: Because of Channel Bonus damage is now gone, mod +channel damage like Killing Blow and some other might need to be readjusted

     

     

    hEDSH8U.jpg

  16. Please Fix this this Abandon mission miss-click
    Case:

    1. Mid-Game Disconnect
    2. Return to login screen
    3. Back at orbiter, with STRICT NAT warning ( Help button left, Continue button Right)
    4. Pointing at Continue
    5. Sudden Reconnect Prompt appear (Recon Left, Abandon Right)
    6. Miss-Click from the intention of closing STRICT NAT to Abandon Mission
    7. RAGE

    Did it sooo many times when this happens

  17. Dear everyone...

    Remember, we are here just as a part of user giving feedback to make DE better.
    You don't have to be bashing everybody around....

    This thread started as for the feedback of the Chat suspension assessment for the better user experience for all.
    NOT the word that triggers, and NOT even why some word trigger some people.

    And for some 'holy people who never did typing misbehavior', please, just let us point this problem as 'your bad baby in the kindergarten bois' to the DE, okay?
    And as for the other who keep this discussion healthy... keep going on...

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